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17,530 Commits over 1,614 Days - 0.45cph!

9 Years Ago
made all switches use anim event "OnAnimationEvent" with string "Switch" and make them compatable with use while moving
9 Years Ago
Removed ToolTypes enum and replaced with new definition assets (ToolTypeDefintion)
9 Years Ago
MaterialTypeDefinition replaces MaterialTypes WeaponTypeDefintion replaces WeaponTypes Updated all affected data
9 Years Ago
Fixed bad name/header in stats property generation code (which has moved to StatsPropertiesGenerator)
9 Years Ago
Tinkering
9 Years Ago
Fixed SmartObject.AllowedSubscriptionCount returning bad values Navigation.CurrentDestination never getsd zeroed
9 Years Ago
SmartObject subscription & reservation arrays have larger capacities because i dont't think it matters (@ptrefall?) and the counts aren't static
9 Years Ago
fixing accidently ticked an attack trigger
9 Years Ago
DataAsset.ToString override returns AssetName
9 Years Ago
Stats tweak
9 Years Ago
Fixed game startup creating two sets of tribespeople
9 Years Ago
Human selection tweaks
9 Years Ago
Entity view field in debug tools window
9 Years Ago
Temperature grid is now in
9 Years Ago
Save
9 Years Ago
Fixed an issue with GoalPlanVariant & BehaviourChain's IsActive flags causing Player instigated behaviours to sometimes be ignored (sneaky, sneaky AI)
9 Years Ago
Debug tweaks
9 Years Ago
Temperature stat now reads from temperature map
9 Years Ago
Added two new types of UnitActivity, EffectAdded and EffectRemoved Effects can be flagged to notify on add/remove ActivityData is now a struct
9 Years Ago
Data save
9 Years Ago
fixed some glitches in the humans torso rotational code to do with not having nav mesh destinationas and added LOADS of comments so Bill can understand
9 Years Ago
fishing requires a tool "fishing rod" fishing plays fishing action instead of take all spears are tool fishing rods fish spots have a constant ripple effect to make it easier to see where they are on the water surface
9 Years Ago
fish item setup properly
9 Years Ago
small improvement to human fishing anim added OnAnimationEvent Catch to fishing anim
9 Years Ago
warmth vicinity removal (as we have grids now)
9 Years Ago
deer ouch sfx
9 Years Ago
Re-inventing wheels.
9 Years Ago
Bad panda
9 Years Ago
Dispenser replenishment editor tweaks
9 Years Ago
Added Activity EntityComponent, event types
9 Years Ago
bear grunt audio bundle
9 Years Ago
more bear stuff
9 Years Ago
bearz
9 Years Ago
bear ouchies
9 Years Ago
Renamed Activity EC to EntityActivity Added new OnActivityGeneratedTrigger TriggerSettings.TriggerType is no longer exposed through editor, must be explicitly defined in code. Supports flags Some editor refactoring
9 Years Ago
Fixed OnActivityGeneratedTriggerSettings NRE
9 Years Ago
Stick gathering AI now uses temperature and item value for machine
9 Years Ago
Fixed some editor shit, added a bunch of icons
9 Years Ago
Temperature Effects now use Temperature Stat. Added Ambient Temperature consideration Tweaked sticks on fire AI some more
9 Years Ago
DesireFullfilled Effect stat stuff
9 Years Ago
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain. Added DesireExpired Effect, which makes people sad :(
9 Years Ago
AddS
9 Years Ago
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
9 Years Ago
Dispenser Effects to Main!
9 Years Ago
hungry hands/arms clip with clothes less
9 Years Ago
save to a list and then re assign bools during emote anim controller switch
9 Years Ago
Effects can now install AI Modules on Entities Effects can have a randomised durations Added mushroom effect and related behaviours
9 Years Ago
Dude, I'm tripping balls.
9 Years Ago
made storing and getting items from storage toggle the item bool to true or false
9 Years Ago
changed name of combat torso stabilise and kind of made sitting emoting work