17,530 Commits over 1,614 Days - 0.45cph!
RandomDestinationSelector can be restricted to specified navmesh area mask
RandomDestinationSelector cleanup
Player controller raycast for movement/ground layer includes water
enabled hip movement on swim
instant transition to stop unit walking on water as anim blends in
animal combat idle fix(maybe)
Ported several entity types to refactored data/creation pattern to reduce code duplication
Group no longer abstract, removed derived types (tribe, herd, pack) and merged functionality into the base type as it was minimal
Unit view toggles root sim FX prefab game objet, instead of single renderer
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire)
Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
fix for build breaking maybe
these were changed whenI looked...
Fixed no race selected on tribe spawner in nospawns
merge from session refactor
fixed starting from editor scene
Fixes for estranged groups.
Fixed TribeSpawner OnValidate.
Items in a container (backpack) will now appear in the radial menu
Fixed Session trying select a unit when there's no units in the player.Group
let's not be too literal about nospawns
Fixed menu scene not having correct lighting when quitting to menu while the player camera is viewing an interior space (caves)
Fixed various delayed inits
Human/Shelter goal plans inherit goal score
block animal from using attack root motion if allready attacking root motion
Fixed BiomeMaterialObject onEnable fucking everything
Fixed missing CameraParticles component on player camera prefab
cleaning up PlayerController selection handling, WIP support for selecting dead units
more playerController dead checks
Added BaseSelectedUnitWidget flag change callback, used by UnitCommandsWidget to update button state accordingly (dead/disabled people cant craft or build)
Added Unit.Flags.OnFlagsChanged event
Changes to animal combat AI
Removed "is being attacked" condition from Animal/Combat/Defensive
Morale threat map uses delayed init