17,530 Commits over 1,614 Days - 0.45cph!
Social Invitation Selector wrote Received to Sent in blackboard, and Sent to Received. Fixed.
AcceptInvitation tried to remove the invitation twice when Unit was participant of the invitation (not a bug, just unnecessary to remove twice).
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
Socials now cache the last accepted and declined invitations.
Social Stat Manipulator Value Simulators now access the Socials component of the effect's unit rather than the gpv, and access the new cached information about invitations to get to sender and recipient.
Refactoring Dispensers, reduced code duplicated and consolidated TakeFrom actions into a single class
Updated Dispenser component editor to support Effects properly
Cleaned up some Food related AI modules, animals should once again eat from resoruces
Added skeleton code for catching when a Social breaks.
Dicking around with basic hostility check
Minor TakeFromDispenser tweaks
Fixed NRE in ProvidesRequiredItemSettings
Fixed PickUp Interaction not working on items that are attached to the shoulder
Added ItemType.Corpse Definition
Cleaned up Deer Corpse and other Corpses data
Corpse component dispensable editor funtimes
Lazy people won't build things unless you force them.
Tutorial is now more generic (and also completable).
Reworked a bunch of triggers.
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
Merged from Social Effect Parameters branch.
Pretty big desire refactor.
Added a 2nd type of Building Desire for player commanded building.
All Building related desires should now be cleared up on building completion.
SocialEffectParameters stores an ActId for use with the Event and Target types
Added SocialSettings.GetActParameters via id
Removed some unused fields from DesiresParameters
Relationships component now listen to combat events and change opinions based on that.
Renaming Desire types to be more consistent
Added various events to Social, Socials and SocialInvitation
Relationships component now listen to senses events and change opinions based on that.
PerceivedUnitData now bookkeeps PreviousThreatLevel as well, that we can find the delta.
Fixed projectiles not being interactable after being thrown/shot, but found some issues with throwing projectiles a second time... weird shit. Commiting because I'm going insane
Entity physics toggle optional gravity param
Projectile.Fire takes a callback, component no longer holds OnHit event
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
Added Relationship hooks for Social events, though changing no opinions in there just yet.
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
Misc EntityView physics cleanup, and data exposure for rigidbody drag
TutorialSettings.TaskName returns the AssetName, no need for a seperate field
Fixed Relationships NRE (made Socials a default UnitComponent)
Split tutorial up into 5 seperate tutorials
Fixed task complete sound not playing
Moved usec glyphicons into seperate folder
Icons on DataBrowser tabs
Increased height of PlayerController CapsuleCheck
Attached projectiles are removed from corpses when picked up
Unit ragdoll death force tweaks, combat ability names, fixed bad hit FX prefab refs
TOD lat tweak
Editor things
StatManipulatorParameters change readability
Effects no longer apply stat manipulations through SimTick, instead only OnMinute
Renamed IEntityComponentSystemHandler to IEntityComponentSystemComponent
Hand command button has sounds
Discovered two more colors, thanks Seb.
Fixed DataBrowser eating input events when it shouldn't
Passed out people no longer sleep standing up.
Unit diet data validation and setup
Fixed Graze Interaction being shit. Made it un-shit. Un-shitted it.
Player tutorial completion delay time for UI and sound to do they thang in
People will only drop items not being used to crafting and which are held, when crafting.
Re-ordered tutorials, still bugged after 2nd completion
Humans will no longer eat raw meat from un-skinned animal corpses, only animals can do so
Fixed tutorial related NRE