19,298 Commits over 1,614 Days - 0.50cph!
Cam tweaks.
Removed walk ball.
triggerDeconstruct on wood hut building
fixed error log (deleted and reexported) in human wave fingers anim and readded to human controller
No effect balls created from movement.
Cursor and camera speed tweaks.
removed accidental setting of isEating true
move animal eating to a bool isntead of trigger
Selectors can now specify multiple Blackboard write keys
Collaboration fiddling
moved alert eating and agro around to stop them iterupting attacks
Put deconstruction on a tick, that a unit has to hammer at it for a little while before it crumbles.
Destructing a building now has a bit more flavour to it.
More Collaborations/Behaviour Chain Injector work
Simplified breeding AI to make it work again. Now ready for Collaborations integration,
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
Added some basic Socials debug info to DebugTools entity tab
SpawnPopulationSettings item spawn position offset test
Bypass "can statisticall breed" condition, that it reliably returns true every time, to simplify testing of breeding social.
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).
Reworking how the Breeding Instigation AI Module works, people only have babies if they like each other (may fuck up animal breeding)
Collaboration boilerplate
added inCombat False to alert idle transition on animals
Started adding moving and attacking to bears
removed trigger from a trigger
Don't lerp to 0 timeScale when pausing
unmuted torso override layers
AI attacking and moving in separate modules
Fixed some bugs related to Socials, things are still a bit broken though.
UnitView/HumanView Update & LateUpdate animation code is gated by TimeManager.GameSpeed
Unit effects UI widget stuff
More camera dampening fuckery
Socials should break now if an invitation is declined and there's only one participant in the social (eg. it's creator).
set grab damping to 10 to match move damping stop acceleration when dragging and releasing before reached the target
Unit effects UI widget animations
Herd fleeing fixes and tweaks
Added some stuff for herd fleeing
Fixed KnowledgeOverlayWidget not actually filtering out entities that are beyond the max visible distance for the UI to display
BestUnitToFormCollectionSelector refactor
Added UnitInCollection Condition
Animal-HerdMovement AI module tweaks
Debug tools senses overlay improvements
Added debug log for selected unit when SetDestination breaks due to GetDestination failing
Fixed debug tools window sometimes not picking up player selection
PlayerController now deals with Knowledge Overlay UI elements via IInteractable