19,298 Commits over 1,614 Days - 0.50cph!
Allow empty action chains
Disabling InteractionPosition and Collaboration obstacles to confirm if they affect UnitView rotation calc issues...
Expose stats params in UnitSettingsEditor
Cleaning up debug tools spawner stuff
Stats import
Breeding Collaboration now grants Collaboration Effects.
added ragdoll to young boars
latest ragdolls but not a fix for tortoise spawning dead
All AI Modules have the sleeping == false condition for now
Fixed Collaborations.SentRequest lifetime/expiry still ticking regardless of request State
Tweaks the Collaborations response API for better book keeping
Experimental, and likely fuckery inducing collaboration NavMeshObstacle blocker + positioning tests
hair colour edits because so much brown
Basic Collaborations Editor, positional data for recipients
Social Effects now can take multiple effects per effect profile.
CollaborationEffects can now hold multiple effects per entry (that we can apply both mood boost and love boost with the same effect profile).
Hugs now provides mood boost and love boosting, or sadness and hate boosting when declined...
latest tortoise, still broken
Added more robustness to looking up the unit of an action chain in Collaboration Request Complete/Break handling.
Added more robustness to looking up the action chain of a unit in Collaboration Request Break handling.
TribeCreateUI tweaks, clothing options toggles can be optional
IsWithinPerceptionRangeSettings fixes
Handling when Collaborations break a bit better.
Working on Collaboration Effects.
Collaboration Request now tracks whether a collaboration is Complete or Broken, rather than Used.
Collaborator States in a Collaboration Request can now achieve the state of Finished.
switching happens exclusivly in its own layer to stop it getting cut off or playing twice
updated stick model with more angled ends to try and stop it deciding to stand upright instead of lying down
clamp base values of stats after effects ticking
DSE drawer tweaks (element counts, expansion locks when element count > 0)
RadialMenuWidget playing close sound on init
More InteractionPosition fiddling
UnitView/HumanView gating tweaks
BuildingView hacky proxymesh thing for placement validity vis
VicinityEffect is a default component for Building
Added experimental NavMeshObstacle carving setup to InteractionPosition, may cause fuckery
good weather trigger values
Fixed some Effects caused by witnessing the death of group members/friend showing in the UI and having the same override name
BaseBehaviourPlanSettings.OnValidate also validates DSE
Removed missing/nulled condition in Ability.Collaboration-Talk(Recipient)
Fixed EvaluateConditions typo in DSE
Expose values in WeatherMeasurementDrawer
Better values for weather triggers
WeatherMeasurementDrawer fixes
I made bad things, pls fix bill
Made "can statistically socialize" base itself on the generic statistical model.
Added genericl statistical model variant.
Consumables now hold a list of Effects with a % chance for application
Added ProcEffectParametersDrawer
Popup/nested editor scroll things
Unit Audio editor improvements
Fixed 50% chance condition actually being 100% :\
Placeholder illness effects.
Fixed duplicate sound bundle type in Unit.Bear
added small stick in the style of the big sticks
updated big sticks to have better shading
Added Relationships+ActivityCallbacks, handles "witnessed death" stuff.
Removed Unit.OnOtherUnitDied event because it was shit
Removed a stat manipulator in Effect.Injury-Bleeding that was missing the Attribute ref
Lazy Trait Effect has 0.25% Energy drain, instead of a -20% current value modifier