200,008 Commits over 4,140 Days - 2.01cph!
Tribe tracker hotspot hides behaviour UI
Before/UI Masked Image shader supports canvas alpha control (vertex color alpha)
Before/UI Masked Icon alpha support
Tribe tracker improvements, hotspot tweak
Fixed AI overriding player commanded movement speed mode changes
Added ActibeBehaviourCondition has "IsPlayerCreated" mode
UI hotspot supports optional exit rect
UI hotspots clamp mouse position to screen size
Radial menut tooltip no longer shows body text
FOR FUCK SAKE temple tile mat/texture
!A blend shader
Revert BehaviourChain reset call from earlier bug hunting
UI fuckery
Fixes #106. Stopped cops from remembering their targets past the end of wanted state.
Simpler NPC UI fill bars. Less custom code.
NPCs no longer scared of being sold drugs, or drugs being sold near them.
Fixed detail view button not showing over the portrait UI
Added machine component debug display
Added search to DataBrowserTab
Added Stockpile mode to DepositItem Action
Machine processes only available when parent entity is usable
Updated Unity/NavMeshComponents
Fixed campfire machine process improper configuration of item input
Fixed some wood log items missing default interactions
Removed some debug logs in SmartObject.Unsubscribe
Commented out some more PooledList tests that were making my VS angry
Machine process timing refactoring (using DateTime now for smoother progress in UI)
Effect descriptions not cached in editor
Data asset names not cached in editor
UnitDesiresWidget activates when a new desire is added, plays animation on the unit portrait
Adjust mood level thresholds
Establishing a better, readable understanding of failure throughout AI decision making and player command evaluation
Added more goal plans for player instigated building AI
DM events, placeholder UI log for failure to execute AI driven player instigated behaviours
Fixed some pooling errors. Still stuff to do here.
More failure explaination
Only goal plans flagged with InvokeEventsOnFailure will invoke events on failure.
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Generated meshes are now cached.
Trying to support instancing better.
Big framerate increase from building LOD fuckup.
added an inverse scale on the player arms (relative to the random spine scale), so they hold the weapons better in 3rd person.
tweaked binocular 3rd person positioning
Added WIP failure UI
Added AbilitySettings.ValidTargetTypes; allowing abilities to specify valid target types in data, reducing overhead and when evaluating in DM/PlayerController
Fixed Unit.Animation.RemoveAnimationPackage not working
Fixed search not showing in data browser tabs that have collapsable groups of assets
Fixed desires UI being shit
board anim controller state setup
ak47 viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
adjusted the ak47 worldmodel so the magazine drops from the proper spot in 3rd person
m92 viewmodel animation tweaks ( reduce clipping at various FOVs, made anims feel more 'weighty' )
wood/stone spear viewmodel + worldmodel animation tweaks ( reduce clipping at various FOVs )
sawnoff shotgun / double shotgun viewmodel animation tweaks ( reduce clipping at various FOVs, made anims more 'weighty' )
doubled all healths and damages, block now does 1 dmg instead of 0
Updated doors. Now uses playable API and switches animator on / off properly. 2-3ms per frame saving.