repobeforecancel

19,298 Commits over 1,614 Days - 0.50cph!

8 Years Ago
Humans will now only eat directly from a resource as a fallback for Eat Something Added a bunch of debug logging to UnitDecisionMaker.FilterEntities Manager.printDebug/logging cleanup in base Regenerated names
8 Years Ago
Fixed some tribe creation customisation button issues
8 Years Ago
setting up animal shader for amplify
8 Years Ago
5.5b9 + new PostProcessing stack
8 Years Ago
amplify shader ports (mostly for backup so I dont accidently break something)
8 Years Ago
You can draw a cock and people will walk around it
8 Years Ago
More player drawing/waypoint stuff, SetDestination still potentially buggy due to array refactor
8 Years Ago
PlayerController drawing tweak
8 Years Ago
SetDestination uses an array of destinations (experimental)
8 Years Ago
not sure why but this is changed and they were gathering from bushes \o/
8 Years Ago
gathering is now a bool
8 Years Ago
One last sound tweak
8 Years Ago
Forgot to add size doubling in FixedArray when we GetEnd...
8 Years Ago
more water sfx fiddles
8 Years Ago
water sfx fiddles
8 Years Ago
FA now doubles it size using Array Resize.
8 Years Ago
sound fiddles
8 Years Ago
FixedArray will now dynamically increase it's dimension (by doubling its size) every time we run out of space. This only happens in non-unity-editor builds.
8 Years Ago
island 1 sound tweaks
8 Years Ago
Fixed Item.WoodLog default interaction id being 0
8 Years Ago
Added Is Busy Building Something and Is Busy Crafting Something, that a unit can consider the current behaviour of another unit when making decisions. A unit will not try to collaborate with someone that's busy doing something else (like building or crafting).
8 Years Ago
PineTree save
8 Years Ago
Behaviour.Tick/SimTick don't call Break when target entity is destroyed
8 Years Ago
ActionChain debug shit
8 Years Ago
Human - Movement Mode slot set to Secondary, to mimick Common - Movement Mode.
8 Years Ago
Human - Movement Mode should probably be set to Movement Management DM type.
8 Years Ago
Added a Human - Movement Mode specific to humans, that takes thrown weapons into account for movement speed.
8 Years Ago
ActionSettingsWrapper can now override the description for that action generated by the parent behaviour
8 Years Ago
Renamed trigger anim actions to match their new param types (bool)
8 Years Ago
Added AIManager.DebugLoggingEnabled
8 Years Ago
Debug tools hook into player controller deselection, too.
8 Years Ago
better fix for sebs hack to stop units looking at desitionations when navmesh path is not a straight line from unit to dest
8 Years Ago
Added global Animation Debug flag in UnitManager, used in Unit.Animation Entity.IsSelectedForDebug is now set/unset by DebugTools. not the AI Debugger
8 Years Ago
Meta
8 Years Ago
Added ActiveBehaviourConditionSettings
8 Years Ago
converted crafting, hammering and chopping triggers to bools
8 Years Ago
Energy Consideration curve tweak
8 Years Ago
8 Years Ago
TribeMemberActivityTrigger tweak
8 Years Ago
Play on break for the off animation allow us put it after Consume One, and it looks much better.
8 Years Ago
Consume from dispenser now looks slightly better, but still not perfect.
8 Years Ago
Re-working how combat kill activity is recorded TribeMemberActivityTrigger checks that the activity creator is a member of the player's tribe where applicable
8 Years Ago
8 Years Ago
Names list
8 Years Ago
Compile fix
8 Years Ago
Names config, wearable condition fix
8 Years Ago
Some UIElement/Screen/Widget refactoring, added support for widget isolation Moved crafting and building modals to their own widgets
8 Years Ago
Dispenable interactions no longer get names from their wrappers
8 Years Ago
Small animal skin requires 20 hide
8 Years Ago
Fixed ItemHasHolder.Modes.Any