17,530 Commits over 1,614 Days - 0.45cph!
Fixed tutorial triggers being able to trigger the wrong task
SmartObject NRE catch
Ragdoll update util fixes, prefab rebuilds
CookCorpse completes when corpse is cooked. Imagine that.
renaming files and new atmos piece
More prefab updates, collision matrix cleanup (projectiles no longer hit Resources layer)
DSE scoring only applies weight and confidence mulipliers to Goal and GoalPlans, not behaviours.
Hide/force true "Score for DM" flag on Behaviours
DC IsGoal/IsGoalPlan tweak
Score for DM, weight and confidence for Goals and GoalPlans is now held in the module data wrapper types, rather than the Goal/Plan params data.
Stopped corpses from vanishing when cooked
Added a trigger that listens to Interactions
Commands widget hotspot animation fixes
Various UI widget stuff
Unit portrait lighting
Effect icons and colors
Command button widget tweak.
human quit current task anim and rabbits are easy to get close to
added human trigger quit
made animal eating have longer transition time
Added more tutorial items.
Added Alert Flag
Fixed perception calculations (nothing to see here...)
alert!! animator setup for animals
UnitAttachments no longer require a rigidbody, updated UnitViewUtility importer, re-saved prefabs
Fucked up the UI to make petur angry
humans without attachment rigidbody or fixed joints
Increased perception range a bit
Removed DecisionPlan from the codebase
Added break conditions to GoalPlans, evaluated on SimTick
Fixed commands modal firing gamespeed events when not open. duh.
AI tweaks
Time controls fixes