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

8 Years Ago
Added threat considerations to a bunch of places in the AI
8 Years Ago
Fixed freeze gamespeed toggle not working
8 Years Ago
Now we gain skill when we completely miss a target, and we get a bonus based on perceived threat of the target (if it's attacking) and if target is further away.
8 Years Ago
Let's not attempt to cast things in BlackboardData.Set DM profiler hook for selector decisions
8 Years Ago
Threat map is now global, and allows for sampling highest point within a rect
8 Years Ago
UIWidget tweener fixes
8 Years Ago
may not have saved some data
8 Years Ago
UI tweaks
8 Years Ago
TooltipWidget cleanup, tweener Removed sounds from Combat-Alert Effect, replaced with UnitSoundType : Alert Cleaned up effects data bit, can now specify UnitSoundType to play on application, rather than tying that to the VisualFX params Setup sounds for Alert UST in Human data Fixed some UI shit
8 Years Ago
Made it so that with each miss, we have a slightly higher chance to hit the target (in ranged), so that if the rng god hates us, we can't miss indefinitely. Right now the max number of times we can miss until we'll ensure a hit is 20 (well, if the trajectory calculations are spot on that is).
8 Years Ago
Fixed a bug in combat that caused projectiles hitting an unintended target to damage the intended target instead. Added basic projectile impact spherecheck + effect application test
8 Years Ago
Let's gain 10% of skill gain when we miss things with projectiles.
8 Years Ago
Experiment with giving projectiles influence to group of last holder, so that throwing a spear that lands right next to an animal will actually make the animals react. This should probably use an effect that adds a temporary influence rather than permanent influence.
8 Years Ago
Prevent Super Detailed Grid Definition's fixed array from getting flooded in testbox.
8 Years Ago
Added consideration for threat at target's position
8 Years Ago
Fixed tooltips not working when no Unit is selected
8 Years Ago
Fixed NREs triggered by tribe create hair color choice buton Corner mood ball becomes vignette
8 Years Ago
CombatAlgorithms.CalculateDPS doesn't use chance to hit in it's scoring, for now
8 Years Ago
Fixed some out of range exceptions
8 Years Ago
More UI fixes
8 Years Ago
Grids use definitions now
8 Years Ago
UI fixes
8 Years Ago
Added Scenes > Menu, UI, Testbox option
8 Years Ago
Fixed UnitPortaitWidget NRE
8 Years Ago
Fixed NREs caused by zone init order
8 Years Ago
started adding Grid Data Definition class
8 Years Ago
Tribe create camera movement tweaks Grid glypicon for editor
8 Years Ago
music in transition to game should fade now
8 Years Ago
Added two new Skills : Skinning and Leatherworking Bags are now craftable (starting pool) using Leatherworking Fixed NestedEditorDrawer not showing AssetMenu label Fixed NestedEditorDrawer's create form spitting errors and saving assets to root folder Unique corpse item for Bears (no longer carryable)
8 Years Ago
Made it so skill / chance to hit and distance to target (modified by our chance to hit) affect our trajectory / accuracy when using ranged weapons. Certainly needs more testing, but looks decent at low skill levels with the bow.
8 Years Ago
female vox trimmed
8 Years Ago
Fixed player commanded click dirt FX sounds not playing (BEFORE-477) VisualFX can now override volume and pitch for their sounds VisualFX picks random sound from the list of clips on each play, not just in Setup Removed GenericEntity (was only used for player commanded "goto" smartobjects) Replaced player movement command with an Ability that reads from Blackboard Position
8 Years Ago
Save us from NAN. Noticed a LookAt was using new_pos before a NAN check, so put it in there... I'm assuming we don't want to look at NAN values.
8 Years Ago
DataBrowser: Interactions grouped by restriction Interaction : Add To Machine is now player command restricted AI : Human Food module improvements to fire lighting and corpse cooking GoalPlans
8 Years Ago
male vox sounds trimmed
8 Years Ago
If we're feeling aweful, we might have hateful thoughts about someone.
8 Years Ago
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
8 Years Ago
Chance to hit is used in CombatAlgorithms, formatting cleanup SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition Editor layout statics cleanup, combat ability editor tweaks
8 Years Ago
Humans can now think of others when not actively obsessed with desires (their mood stat has a chance of triggering thinking of someone rather than just conveying their feeling).
8 Years Ago
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
8 Years Ago
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
8 Years Ago
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
8 Years Ago
Prevent socials from destroying twice when both social end and social break is called (for yet unknown reasons, need more investigation). UnitCollection must remove itself as receiver for trigger collision events upon merging into a bigger collection (before it destroys itself), to prevent multiple destroy calls.
8 Years Ago
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
8 Years Ago
Zones can be marked valid for game start Refactoring a lot of core UI stuff, GameManager startup routines etc
8 Years Ago
Removed Scene component, we don't need it anymore Tribe create scene fiddling, camera tweener Touched most scenes (removing component)
8 Years Ago
More World/Grid init order shuffling Zone size takes into account multiple terrains
8 Years Ago
Refactoring world/season stuff, data Zone stores lists of Decor/Group spawns
8 Years Ago
First iteration of adding deconstruction of buildings (only applied to Small Wooden Hut for now).
8 Years Ago
Zones support multiple terrains