19,298 Commits over 1,614 Days - 0.50cph!
Group diplomacy component boilerplate, components cleanup
Animals are now scared of fire
- Fixed missing EntityComponent persisted data type
- Version++
fire should now contribute to threat
Unrestricted entity selection should work
Fixed bad profiler sample in ItemAttachments
Disabled interaction position block check for testing
Fixed buildings created from pre-existing views in the scene not being properly set up
Combat ability debug logging and potential fixes for some combat issues
Dynamic FOV updates model constantly unless set to blend by distance
PlayerCamera.ActiveModuleType fix
Don't tick playerController in free cam
Fixed TribeSpawners spawning twice
Fire smoke bigger, visible from distance
- Tribe spawner and controller cleanup
- AI tribe in testbox
- Bypass player AI unlock conditions for non player-controlled entities
Added some food and plants for recipes
HasDesireSettings Evaluate overload
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire
convenience method for clearing target, desires etc. when issuing player commands
On second thoughts, let's not do that...
let's consider the target's health when selecting a hunting target
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks)
Fixerd AttackUnit action callback NRE
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter)
Fixed WorldManager clenaup NRE
Behaviour chain data OnValidate plumbing
People should now prefer to hunt targets with injuries, wounds or generally lower health
Data (validated all goal plans, adding new fields)
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data
Unit weight tracking is done in the UnitAttachments component
Data fixes
Fixed ammo not actually being removed
Cleaning up animator state tag events, item callbacks
set IsActive on pickUpEventData when picking up to container
hunting testbox added to menu
Human controller override layer for carried anim
Fixed UnitView ragdoll toggle fucking with physics on nested item views
Fixed Quiver being wearable
Fixed WorldManager cleaning up items it should not
Added override layer to animal controller, fixes deer running while held
SFX for herbalism/harvesting
Fixed issue in Unit.Navigation where destination reached callbacks wouldn't fire correctly when the navmesh path is very short
Fixed debug spawning opening the radial on click in the game view
People will always drop dispensers before interacting with them (big rocks, corpses, etc)