195,816 Commits over 4,110 Days - 1.99cph!
Started Xbox networking
Refactoring truck/player
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
Minor TakeFromDispenser tweaks
Dicking around with basic hostility check
Added skeleton code for catching when a Social breaks.
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
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.
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
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).
Removed deprecated TODO comment
DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one.
Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
Car mostly working. Still need to add the Server->Client vehicle state sync but runs in CLIENT + SERVER mode.
Wrote two stat manipulator value simulators and based two effects on those.
Setting up the clients to receive the vehicle pos/rot plus the wheel pos/rot for each wheel (plus overall velocity). Seems as simple as I can get it for now.
Going to try a different tactic with what wheel info I send. Committing what I have
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
Radial menu now shows valid targetted Abilities for all Entities
Inspectable unlocks can trigger Trait discovery
Added Inspectable unlocks EntityComponent and related Conditions
Added EntityType Condition
Entity Inspection boilerplate/wip
Changed a few comment headers ;x
FOR FUCK SAKE shaderforge
Vehicle conversion to networked model in progress
Fixed bad morph, added null check in EffectSettings.GetMorph
Desire Expired effect disabled
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)
GameState consistency when loading scenes in the editor, for make benefit of Great Tutorial.
People now drop any un-used items when crafting because why not (temp hack)
Fixed bad light culling layers causing issues in standalone builds
Fixed bad Building description text
Fixed missing return in CraftItemSettings callback
Building completion sound hookup
Automated Linux DS Build #426
RangedState.OnCurrentValueChanged is now invoked when the Stat's cap value changes during UpdateManipulators
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied
Relationships.OnOtherUnitDied TODOs re thresholds and event perception
StatManipulatorParametersDrawer tweaks
Fixed a bunch of bad effects stat minip data
Automated Windows Build #426
Automated Linux Build #426
* Added CNavArea.__eq
! GitSync - TTT changes, panel cleanups
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
StatManipulatorValueSimulators dummy class
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now.
When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API
Small sticks can be stacked and carried in bundles of 4
UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop)
Right clicking on a selected unit no longer shows a radial menu for carried item interactions
Renamed ToolType FishingRod to FishingSpear