17,530 Commits over 1,614 Days - 0.45cph!
Fixed bad perception condition in combat module.
Sneaking now decreases visibility.
DebugToolsObject GUI tweaks
UnitViewEditor matrix tweak
Upped the senses range multiplier
Units don't sense themselves.
Senses debug overlay shit
Fixed dead units not creating corpses
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
Social Abilities not player exposed
Hopefully fixed units staying in combat when their target dies
Split Dispenser into partial (Dispenser and Dispenser+Items)
Ugh, forgot to add new files.
stone build sfx re-assigned to anim
Delivering a killing blow should now always cause death
first pass fish and fishing
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
Fixed crappy bug in BaseUIObject that resulted in the building inspector window being unresponsive and closing on click
Fixed command buttons not showing
Grass grid (top priority shit right there)
Buildings should now be able to contribute to their group's influence map.
more crafting sfx fiddles
Fixed typo in BuildingSettingsEditor
Added two animal den buildings
Replaced all animal dens in island01, set up spawners to use them
InfluenceData.Contribution has the Range field attribute
Removed building completion actvity generation from Building, into PlayerController
tool build success sfx added
Nuked GroupMember
Group is now in BaseEntity and has been merged with OwnerGroup
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
Groups created from wrapper data, numerous refactors and fuckery
Left a TODO in IsInTerritoryConditionSettings.cs
Groups now have a territory grid, and buildings have been set to influence that
IsInTerritory now uses grid
randomised fish jump timing and setup effects to spawn via events on the animation
Condition Evaluate methods no longer abstract, warnings logged when we call the base method unintentionally...
removed events in lieu of a fix as it was spamming the console despite not doing it for me when I tested before checkin a few mins ago
ConditionSettings.Evaluate logs use type name
Fixed logging spam for some conditions
Moved condition logs to warnings
movement blend trees improved
set idle blend to happen when animatorSpeed is 0.1 instead of 0 as its clamped to 0.1 in code
Removed bad editor tag in combat
Crafting Desires now correctly transfer player created status to Find Desires
Added fishing spots to the temperate biome spawn table, fixed the spawn population data
Player camera can no longer go underwater
Water bodies have colliders
boar squeal added to anim
OnAnimationFxEvent cleanup
SmartObject test toplogy, also a lake
Added custom NavMeshAgent areaMask drawer & attribute because Unity are a bunch of COCK TRUMPETS.
Dicked around with PlayerController a bit, so that people aren't so vocal about your disinterest
Default area mask in NavigationParameters