17,530 Commits over 1,614 Days - 0.45cph!
deer, young male has little horns
elder male is bigger, has giant horns and looks beefy
Skill unlocks progress
BuildingTypes, ItemTypes and ResourceTypes now use Definitions
Unit sound pitch is now adjusted on the mixer via AudioManager.OnGameSpeedChanged
Removed unnecessary pitch modifier from Audio
Very basic global sound cooldown
Implemented skill gain based Item/Building unlocks
Added UnitProgression, GroupProgression components
TribeStartArea applies starting Stat values regardless of the scene being played in editor
Various editor and item/building data tweaks
Hooked up item/building discovers to the progression UI
Fixed a few NREs in Desire types related to Definition comparisons
Desire.Reset clears descriptive text for re-use
PlayerProgressionWidget fixes, data tweaks
More audio cooldown stuff
Effect Triggers can now be disabled for debugging
Vital and Need.CurrentValue setter clamp removed, using Mathf.Min(value, CappedMaxValue) instead
Need/Vital CurrentValue getter is clamped 0-CappMaxValue
Progression widget timeout fix
Fixed NRE in CraftItem action, improved state handling a bit
Fixed Senses not working due to bad restricted Item and Resource type definitions data
Rewrote/consolidated Desire weight considerations into a single type
Improved Desire support for various item property definitions
Units are much better and finding and gathering Desired items
Added warnings when a SmartBehaviour can't find a free InteractionPosition on execution
Refactored Desires, fixed various bugs with creation and fulfiment, improved debug display and a bunch of other shit I forgot
Tweaks to Sleep behaviours, people should sleep more often...
Fixed some Desire NREs related to DesireFilter
Hacked in quick fix to turn off the "stabiliseTorso" anim bool when sleeping (cc frankeih, see HumanView)
Added an overload for Items.TryPickUpItem that doesn't rely on an animation events + callbacks
Social interactions now give a slight Mood boost rather than a "happy" buff, Happy and Sad Effects are applied using Mood thresholds instead
Added CanStowItem and CanHoldItem Conditions which actually check for the availability of valid attachment points
Fixed issue causing people to continulously try to stow a held weapon that was not stowable (rocks, etc)
Shader variants/defaults.
Added focus target control to FreeCamera (left click) and settings/mode to DynamicDOF
removed unused animation script
SetDestination : when in SmartObjectInteraction mode wait for the UnitView to turn and face it's target target on arrival before calling action.End()
tortise first pass, need to rename to tortoise..
Actions hold reference to their state where appropriate
Actions can override Tick
Added MoodOverlay camera effect, desaturation linked to tribe's average Mood
Adjusted and exposed Mood thresholds in MusicManager
first go at sabetooth improvements
Added Activity types for various death types..
Added Relationhip Consideration
Extended Relationships adding flags, events and a bunch of API
Units have relationships with their Group members by default
Units will get sad when they witness death
Relationships are formed when two Units first see each other
Fixed OnActivityGeneratedTrigger not working
Improved stat cap modifier application (min value only)
fixed some bad movement speed data
Fixed MusicManager.OnTribeMoodChanged being shit
Desire momentum drain rates increased
Fleeing now continuously updates destination.
Fixed some AI data which was causing units to sometimes walk when approaching combat targets.
fix for run using the wrong speed and added some new sabertooth movement anims
Skill levels now use Definitions
Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
Fixed stupid things in DebugToolTab
Added Scenes menu, to load common scenes in fewer clicks
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Added UnitCollection Blackboard key
Fixed the DataEditor slow startup
Some fixes to Unit Collections.
Added AI module for joining the largest collection
Potential fix for atmospheric music cutting into event music
improved sabetrtooth locomotion animations
human male asset (nothing hooked up)