19,298 Commits over 1,614 Days - 0.50cph!
Added intention generation methods for Building Stockpile component, also ItemContainer case impl
Added interactions for Stockpile and ItemContainer deposit (blackboard + intention variants as per existing patterns)
Added override goal plans list + drawer
Fixed buildings that don't require construction or any materials not being correctly set to finished state when placed
tidied up the human view spine movement a bit, still needs more supporting work to get combat looking better
Opening the radial menu pauses time
UI toolbar shows widgets, added isolate and show all buttons
FreeCamera.NormalizedDistance is clamped
Zoom and FOV tweaks
UI hotspots no longer update when the cursor is hidden
Sleeping in building has higher priority than any other goal plan in the human sleep module
Follow camera zoom distance reduced
Added TimeSinceEffect trigger
Added test Hypothermia illness effect, increasing chance to trigger after 30 minutes of having the Freezing effect
grab move on follow camera
Hacky building interaction ownership system
Moved desire creation params to BehaviourChain wrapper
Follow camera offset clamp fuckery
Follow camera offset fiddling, still shit
changed values to make human turning a bit smoother
optimised animationrootmotion.cs slightly
bear root motion fix and also make sure attacks finish before starting the next one
Let's not divide by 0 when calculating combat related skill gains
thrown rocks will now actually fall to the ground
clear combat target also clears kill desires
Basic somewhat janky implementation of hunting in area
People now go to a desired hunting area (but don't do anything yet)
More changes to make hunt desires work.
AI for hunting in area WIP.
Hunt desire creation from radial
Started adding Hunt Desire
Belief system boilerplate
tweaked territory AI thresholds to avoid territorial animals being stuck in a return to territory loop
Disabled offset in FollowCamera
Disabled follow camera tilt, now only adjusted via zoom curve.
Added movement input follow offset test
Player prefab, some follow camera field NonSerialized attribs
Wearable no longer implements ITickable
Item decay progress;
Wearable uses similar calc to Buildings (Wearables have a rain resistence and armor)
Tool and Weapon components have a Use method, with some temporary calc using Skill values
Items that reach durability of 0 are destroyed. which records activity/spits UI notifications
EntityComponentParameters can override array of required component types, validated in editor
Touched a bunch of assets because of validation
follow camera returns if the target is null
Fixed combat accuracy calculation to not be derpy.
Camera mode can be toggled with B key.
Moved item decay boilerplate to a component
Got rid of casting in LayoutLerp update (still shit)
Item tool/weapon/wearable flag NRE fixes
Tool to ItemComponent, added durability data