branchbefore/maincancel

17,530 Commits over 1,614 Days - 0.45cph!

7 Years Ago
testbox splats
7 Years Ago
Deactivate unit detail view if they get destroyed
7 Years Ago
Fixed various issues caused by people leaving the tribe
7 Years Ago
NRE fixes
7 Years Ago
healing station
7 Years Ago
Combat testbox settlement assignment TribeSpawner adds buildings to settlement
7 Years Ago
Reworked group joining/leaving AI
7 Years Ago
added despawn point on nospawns
7 Years Ago
NRE fix
7 Years Ago
Settlement levels, activity, keywords, enum gen
7 Years Ago
Fixed buildingView NRE
7 Years Ago
Settlement leader keyword name fix, include claiming group in activity data
7 Years Ago
Animation component tick/bool change callback runs every frame to avoid potential lingering fuckery Fixed NRE when CookCookable process finished
7 Years Ago
Item.PickUp no longer adds the item to the unit's group (pending issues that this make unearth, but we need a better solution)
7 Years Ago
Cleanup
7 Years Ago
Fixed settlement housing and food needs missing their completion conditions Another attempt and cleaning up animation bool change callbacks
7 Years Ago
Data
7 Years Ago
Fixed SuppliesConsideration and Condition not correctly getting the settlement. GoToUnit action is a bit more lenient.
7 Years Ago
Added a method to disable navigation and warp to a position. Going to smart objects now warps to the interaction position and leaving them unwarps.
7 Years Ago
Added missing return in GoToSmartObject. Warping added to Navigation logs.
7 Years Ago
Fixed need defs editor not showing the fulfilment conditions Fixed group needs not triggering
7 Years Ago
Subtracting 16100, 16099
7 Years Ago
Added the missing return in GoToSmartObject from 16100
7 Years Ago
Cleanup
7 Years Ago
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
7 Years Ago
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls) Renamed Behaviour to AIBehaviour to stop unity whining Renamed Animation to UniAnimation, also due to whining Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
7 Years Ago
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)
7 Years Ago
Cleaned up behaviour smartObject subscription management
7 Years Ago
NRE fixes
7 Years Ago
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
7 Years Ago
Animation bool callback clear method cleanup
7 Years Ago
Remvoed bad return in ItemActikon.OnItemActionCallback
7 Years Ago
downed anim transitions
7 Years Ago
NRE fix in AIBehaviour.ClearSmartObjectSubscriptions
7 Years Ago
Databrowser error fix
7 Years Ago
another editor fix
7 Years Ago
Tutorial screens can use triggers, will only display once Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
7 Years Ago
Data save (NRE fix)
7 Years Ago
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API Removed Happiness stat
7 Years Ago
Fixed Effect editor not displaying stat manipulations foldout
7 Years Ago
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
7 Years Ago
Enum gen
7 Years Ago
Dont play unit audio in super sleep speed
7 Years Ago
Don't apply Effects to dead Units
7 Years Ago
Fixed ItemAction getting stuck when in bypass animation mode
7 Years Ago
Fixed various NREs related to people having a null group
7 Years Ago
EntityConsumeValue now has a bool to check if the target is consumable by humans. All animal food AI now uses the basic ConsumeValue consideration.
7 Years Ago
Effects.CanApply returns false is the effect is not flagged as game valid
7 Years Ago
Fixed SuppliesCondition not working in Need fulfilment evaluation Settlement levels can have conditions Effects editor has refresh & create buttons Settlement leavers create their own group, Unit.Group is no longer null
7 Years Ago
re-enabled testbox wolves