19,298 Commits over 1,614 Days - 0.50cph!
GUI tweaks, typos and shit
Fixed WithinJoggingPerceptionRange causing NREs in OnEnable
IsWithinPerceptionRangeSettings dummy stat instances
Removed BaseEntity arg from Stat constructor
IsWithinPerceptionRangeSettings tweak
Fixed debug spawning raycasting from the scene camera, now just pulls worldspace pointer position from Player.Controller, also fixed game window focus fucking shit up like a cunt
Fixed potential NRE in SelectableIndicatorWidget when the selectedEntity was destroyed (rare, editor only bug related to unrestricted selection)
hand axe model for hand axe instead of knife
more bug fixing with help of seb
added resources instead of view models (thanks seb!)
tweaks to threat calculations
readded the foxgloves to the spawn population as somehow the link was broken
these said they had changed \o/
updated herbs and put them in temperate
some missing target filtering data
Initial implementation of "Carrying Weapon" bravery boost
Ported latest AI database entries to assets, fixed migration tool not properly checking for existing assets
Migrating AI data back to assets. Existing data and code is unaffected.
Moar combat AI modules to make animals avoid fire and people avoid unarmed combat
We can now actually remove a corpse from the spit-fire, and have it carry on the shoulder again.
When a corpse is removed from the fire, we should probably stop the cooking process.
Moar stat manipulation tweaks
Hacked a fix for weird compile shit
Changes to stat manipulation
Added a modifier to Corpse that changes based on the state of the corpse. 1 when Fresh or Skinned, 0.5 when Cooked, 2 when Burned and 4 when Rotten (decays faster then).
Burned corpses (and color transitions in general) now actually works for corpses.
Social Need + Energy part of collabroation/socials scoring
RadialMenuWidget implements IPointerEnterHandler, IPointerExitHandler for more robust handling of click-to-close
Forgot to reset said gate
Hacky RMB usage gate in RadialMenuWidget
PlayerController.TickRaycast checks hoeveredInteractables.Count when dealing with UI elements
Removed force evaluation stuff from PlayerController.MouseOver
Carnivores now take fire into account when choosing hunting targets
Radial menu refresh WIP, not working yet
Removed some crap from TribeStartArea
Fixed radial menu sometimes not opening when interacting with multiple entities (UIWidget active state managed cleanly in coroutine to avoid input conflicts)
More changes/minor-fixes to Corpse.
Some minor changes to Corpse.
We now start back at the proper start location for testbox.
Working on getting cooking working properly with Burning. Somehow fucked up color lerping for no apparent reason... weirdness!
Fixed bad animator bool action in Ability.GoToSleep
StatManipulation modify by percentage of target value shite
Exhaustion effect tweaks
Tribe waking up no longer slows down gamespeed
Visibility and Noise init values
Fixed grid conversion derp.
Fixed perception cooldown in SetDestination.
Fixed DebugToolTabEntityInfo not showing flags
Renabled view preview in data browser