19,298 Commits over 1,614 Days - 0.50cph!
Fixed bad AnimatorParameterHolder data in Unit.CombatParameters, shitty drawer
made human ouches work in the controller and stopped attacks from playing on torso while the unit is rolling
Added attacking AI module to all Units with Combat-Offensive module
missed the vital file from the last checkin
bear is now part action hero
Possible fix for effects on game start
Combat hit stuff moved around
BaseEntity.InitializeComponents manually inits Stats first
Fixed Social.Participant FixedArray capcity error spam, improved allocation of SocialParticipant during invitation
Collaborations.CanSendRequest improvements, comments and clarity. ??? ?( ?-??)
Updated some "perceivability" stats
Fixed SocialSettings role requirement validation setting min/max partipcants to 0
SocialActParameters.RoleRequirement MinMaxInt field attributes
Fixed Socials having min and max role requirements of 0, causing bad things to happen
Entity component init order fiddling (renamed enum, made Effects low priority)
Social role defs DSE data restoration
UI Manager change modal definitions now at the end of the frame rather than immediately (and made a function that also allow you to do it immediately, if that would ever come up as a use case).
Editor fuckerrrrrrrrrrrrry
Removed SocialRoleParameters, SocialRoleDefinition now holds a DSE
DebugUtility won't fuck with empty scenes in playmode
Ok Unity, we won't use Start as a member name in ScriptableObject :|
Renamed Action methos to be more consistent and cleaner
fixed hugging/making love bool transitions in humans
Current value modifiers no longer also modify max value
Initial pass on Stance effects which don't depend on movement.
Vital max values can now optionally be imported from the spreadsheet
Support for setting a stat via a stat manipulator
Visibility / Noise / Odour are now Vitals
Added Conversations as Collaborative behaviours (kinda broken)
Added "social" tag to some animator states in the HumanController
Added RandomiseAnimationTrigger Action
Fixed AnimatorParameterDrawer being slow as shit
Renamed StatParams > StatData, reimported data
Collaborations first draft. AI Module added to humans. People hug a lot.
Changes to how negative AI DSE contributions are handled
Injectors, Collaboration progress
Renamed a poorly named parameter
Cleanning up/wrapping UIManager escape handling, PlayerController radial input stuff
Fixed "goto" abilities appearing the selected unit radial (on self)
Fixed "pick up" interaction being shown in radial for held items (althought disabled, now hidden from UI)
Fixed escape key on Build/Craft menus
Disable stats properties generator
Added the timeout fallback to parameters, so that it's adjustable per building in data.
Timeout fallback is now on scaled time, rather than unscaled.
Fix fallback always being applied.
Deconstruction now waits for an animation callback via the StateMachineBehaviour API, before it destroys the entity, spawn the items and play the visual effects.
Small Wooden Hut is now using the new deconstruct animation trigger.
Added deconstruction parameters to buildings, and removed the old deconstruct interaction from the building data.