17,530 Commits over 1,614 Days - 0.45cph!
Combined PickUp/Equip/Stow item actions into a single action with mode switch
Rewrote Items.TryHoldCarriedItem and TryStowHeldItem
Fixed OnUnitEquippedCarriedItem not invoking OnUnitStowedEquippedItem
readding torso stabilise script to torso layer animations as they all accidently got removed
slightly better, maybe, still lots of general problems
getting a location inside a territory should now take influence into account
Fixed Items switch callback always setting carry bool true
Fixed durations in effects
updated exhausted action to get removed at 25% stamina (allready added at 15%)
ordered and added wait in the add action to give the unit time to slow down before applying exhausted effect
UnitAttachments dict for lookup
Start cleaning up the Socials API
Fixed Units not having the Socials component by default
EntityComponentManager renamed to EntityComponentSystem
BaseEntity adds/removes itself to GridManager rathe than relying on EntityManager events
AI modules can now be installed/uninstalled for a specific Entity at runtime via the debug tools panel
ActionChain state debug object ref
Refactoring Socials to include the concept of Roles
all bugs fixed until I find more bugs
turned off exit time on some movement modes
Added Social editor, bunch of editor tweaks
Merging QuadTrees in because actually they aren't too bad
Quad Tree nearest neighbour search is in.
Optimised QuadTree nearest neighbour a bit.
merged additive torso and leg layer, added switch layer to stop switch getting stuck while moving, however switch gets stuck putting away sometimes now
A wee bit of Social work.
- Added some observational comments with @Bill notation
- Fleshed out Role assignment a wee bit more, but needs a runtime class SocialRole me thinks... will add that next.
Baby-stepping towards Social participants, acts and roles all working together in harmony. Still some way to go (see comments @Bill).
Moving social types to files
Fixed some asset creation issues
Compile fix
Breeding Social Module boilerplate
Trying to add GroupComponent
Stats definition tests, doesnt affect current data
whittling sound added to craft anim
Nuked UnitSensor.
All territory handling now happens in InfluenceAndTerritory
triggerstickPutOn
isStickCooking
isStickEating
Replaced Stat enums with asset Definitions
StatCollection.CreateStat fix~
Simulator data fixes
Fixed StatCollections init not adding stats to main Stats list...