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

8 Years Ago
Cam tweaks. Removed walk ball.
8 Years Ago
triggerDeconstruct on wood hut building
8 Years Ago
fixed error log (deleted and reexported) in human wave fingers anim and readded to human controller
8 Years Ago
No effect balls created from movement.
8 Years Ago
Cursor and camera speed tweaks.
8 Years Ago
removed accidental setting of isEating true
8 Years Ago
move animal eating to a bool isntead of trigger
8 Years Ago
Selectors can now specify multiple Blackboard write keys Collaboration fiddling
8 Years Ago
moved alert eating and agro around to stop them iterupting attacks
8 Years Ago
Put deconstruction on a tick, that a unit has to hammer at it for a little while before it crumbles.
8 Years Ago
Destructing a building now has a bit more flavour to it.
8 Years Ago
More Collaborations/Behaviour Chain Injector work
8 Years Ago
Simplified breeding AI to make it work again. Now ready for Collaborations integration,
8 Years Ago
SocialConditionSettings also checks participant state BreedingLocationSelectorSettings creates building desires Removed bad condition from Breeding Response Goal Removed "flee" button from UnitCommandsWidget Radial menu works on selected unit again, for dropping items etc Radial menu can now be used on the ground Added AbilitySettings.CanTargetSelf Added a bunch of "Go Here" player command only Abilities
8 Years Ago
Noise tweaks
8 Years Ago
More of the same
8 Years Ago
Added some basic Socials debug info to DebugTools entity tab
8 Years Ago
SpawnPopulationSettings item spawn position offset test
8 Years Ago
Bypass "can statisticall breed" condition, that it reliably returns true every time, to simplify testing of breeding social.
8 Years Ago
Added a HasSentPendingSocialInvitationConditionSettings and applied it to the Goal of Breeding Instigation. Socials now only hold a single sent invitation (might not fully work as intended yet due to difficulty of testing).
8 Years Ago
Data
8 Years Ago
Reworking how the Breeding Instigation AI Module works, people only have babies if they like each other (may fuck up animal breeding) Collaboration boilerplate
8 Years Ago
added inCombat False to alert idle transition on animals
8 Years Ago
fixed bug seb noticed
8 Years Ago
Started adding moving and attacking to bears
8 Years Ago
animal movement attacks
8 Years Ago
CanPerceive fix
8 Years Ago
removed trigger from a trigger
8 Years Ago
muted toros attack idles
8 Years Ago
Don't lerp to 0 timeScale when pausing
8 Years Ago
more data
8 Years Ago
data save
8 Years Ago
unmuted torso override layers
8 Years Ago
AI attacking and moving in separate modules
8 Years Ago
Fixed some bugs related to Socials, things are still a bit broken though.
8 Years Ago
UnitView/HumanView Update & LateUpdate animation code is gated by TimeManager.GameSpeed Unit effects UI widget stuff More camera dampening fuckery
8 Years Ago
Socials should break now if an invitation is declined and there's only one participant in the social (eg. it's creator).
8 Years Ago
set grab damping to 10 to match move damping stop acceleration when dragging and releasing before reached the target
8 Years Ago
Unit effects UI widget animations
8 Years Ago
More camera fiddling
8 Years Ago
More camera jiggling
8 Years Ago
FixedUpdate camera test
8 Years Ago
Herd fleeing fixes and tweaks
8 Years Ago
Added some stuff for herd fleeing
8 Years Ago
Fixed KnowledgeOverlayWidget not actually filtering out entities that are beyond the max visible distance for the UI to display
8 Years Ago
BestUnitToFormCollectionSelector refactor Added UnitInCollection Condition Animal-HerdMovement AI module tweaks
8 Years Ago
Debug tools senses overlay improvements
8 Years Ago
Added debug log for selected unit when SetDestination breaks due to GetDestination failing
8 Years Ago
Fixed debug tools window sometimes not picking up player selection
8 Years Ago
PlayerController now deals with Knowledge Overlay UI elements via IInteractable