17,530 Commits over 1,614 Days - 0.45cph!
SkillLevelDefinition IComparable
AssetEnumDrawer sorting
Set Human basic attack to use correct skill
AssetDropdown rename / tweaks + comments
DataAsset.IComparable
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
NRE catches in UnitView Update/LateUpdate
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
Added UnitInteractionState behaviour to all relevant states (item switching)
UnitSpawner "base" building is actually optional
Fixed entity physics toggle failure
Fixed potential NRE in CraftItemSettings related to Skill usage
Rebaked smartobject_test navmesh to include some padding around the walls
Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs
ItemDesire fulfillment checks test whether items are unlocked
Crafting desires should now be fulfilled AND removed when items are succesfully crafted
Added new 'Keep' ItemDesireType
Apprently argument names fucked the compile
Effect descriptions only generated on demand
Effects data tweaks
Removed unnecessary cooldown from Combat
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
Hopefully fixed units not correctly being removed from the perceived units list
FIlter sets data doesnt use a base type, added dropdown field attributes for data types
Commented out combat ability selector debug
Added a timestamp to GPV change debug log
Spawn population/handler tweaks. FishTest spawner
Renamed smartobject_test to Testbox
Reorganised scenes folders a bit
Deleted some old test scenes
NavMeshAgent radius now set in data.
Base Attack Range cannot be smaller than the NavMeshAgent radius.
Herd animals now form collections if they can't find one to join
Agent comments re player behaviour additive override
IsWithinPerceptionRangeSettings assignment fix
Unit Feels Threatened perception tidy up
UnitCollectionEditor tweaks
Added Deer collection
Dropdown attributes on some unit ecology data fields
Fixed linear and inverse linear functions to work with horizontal/vertical shift and y min/max.
Added exponential and inverse exponential functions.
Fixed Unit.Items.TryStowHeldItem returning false when it shouldn't
"Select Weapon to Stow" checks whether the item is held
Removed arm and head attachment points, added secondary back slot
Human prefab updates
Emotes.ChangeClip bool assignment commented out
SceneSaveHook fixes
More scene orgnisation
Making sure all animals have groups
SceneSaveHook fix and BuildSettings updated
Fixed some shitty editor layout with asset dropdowns and stat type selections
Fixed Tortoises being spawned improperly, added some hand placed spawns to island01
SpawnPopulationSettings supports Units properly
Removed old Unit spawns data
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BaseEntity physics toggle optionally ignores triggers
Remove Social restrictons from SocialRoleDefintion
tortoise model and animation improvements
updated buildings to be the same scale (~1 instead of 0.01) and all use the same animation controller system
ActivityManager holds an ActivityTypeDefinitions asset, acting as a database for enum data mapping (activity string templates, namely)
Some Reproduction cleanup, added Activity generation for pregnancy
Fixed UnitSettings.Create not adding the Unit to the created group when none is supplied
Keywords stuff
cough anim with triggerCough