17,530 Commits over 1,614 Days - 0.45cph!
made all switches use anim event "OnAnimationEvent" with string "Switch" and make them compatable with use while moving
Removed ToolTypes enum and replaced with new definition assets (ToolTypeDefintion)
MaterialTypeDefinition replaces MaterialTypes
WeaponTypeDefintion replaces WeaponTypes
Updated all affected data
Fixed bad name/header in stats property generation code (which has moved to StatsPropertiesGenerator)
Fixed SmartObject.AllowedSubscriptionCount returning bad values
Navigation.CurrentDestination never getsd zeroed
SmartObject subscription & reservation arrays have larger capacities because i dont't think it matters (@ptrefall?) and the counts aren't static
fixing accidently ticked an attack trigger
DataAsset.ToString override returns AssetName
Fixed game startup creating two sets of tribespeople
Entity view field in debug tools window
Temperature grid is now in
Fixed an issue with GoalPlanVariant & BehaviourChain's IsActive flags causing Player instigated behaviours to sometimes be ignored (sneaky, sneaky AI)
Temperature stat now reads from temperature map
Added two new types of UnitActivity, EffectAdded and EffectRemoved
Effects can be flagged to notify on add/remove
ActivityData is now a struct
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
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
small improvement to human fishing anim
added OnAnimationEvent Catch to fishing anim
warmth vicinity removal (as we have grids now)
Dispenser replenishment editor tweaks
Added Activity EntityComponent, event types
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
Fixed OnActivityGeneratedTriggerSettings NRE
Stick gathering AI now uses temperature and item value for machine
Fixed some editor shit, added a bunch of icons
Temperature Effects now use Temperature Stat.
Added Ambient Temperature consideration
Tweaked sticks on fire AI some more
DesireFullfilled Effect stat stuff
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain.
Added DesireExpired Effect, which makes people sad :(
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
Dispenser Effects to Main!
hungry hands/arms clip with clothes less
save to a list and then re assign bools during emote anim controller switch
Effects can now install AI Modules on Entities
Effects can have a randomised durations
Added mushroom effect and related behaviours
Dude, I'm tripping balls.
made storing and getting items from storage toggle the item bool to true or false
changed name of combat torso stabilise and kind of made sitting emoting work