19,298 Commits over 1,614 Days - 0.50cph!
Added threat considerations to a bunch of places in the AI
Fixed freeze gamespeed toggle not working
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.
Let's not attempt to cast things in BlackboardData.Set
DM profiler hook for selector decisions
Threat map is now global, and allows for sampling highest point within a rect
may not have saved some data
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
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).
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
Let's gain 10% of skill gain when we miss things with projectiles.
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.
Prevent Super Detailed Grid Definition's fixed array from getting flooded in testbox.
Added consideration for threat at target's position
Fixed tooltips not working when no Unit is selected
Fixed NREs triggered by tribe create hair color choice buton
Corner mood ball becomes vignette
CombatAlgorithms.CalculateDPS doesn't use chance to hit in it's scoring, for now
Fixed some out of range exceptions
Grids use definitions now
Added Scenes > Menu, UI, Testbox option
Fixed UnitPortaitWidget NRE
Fixed NREs caused by zone init order
started adding Grid Data Definition class
Tribe create camera movement tweaks
Grid glypicon for editor
music in transition to game should fade now
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)
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.
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
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.
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
If we're feeling aweful, we might have hateful thoughts about someone.
Added BaseBehaviourPlanSettings.IsPlayerCommandOnly to help filter out behaviours that are designed specifically for Player commands from the AI Designer
Chance to hit is used in CombatAlgorithms, formatting cleanup
SkillUseParameters must hold SkillTypeDefintion, not StatTypeDefinition
Editor layout statics cleanup, combat ability editor tweaks
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).
Now, when humans fall asleep, they dream of desires, but when they awake they stop dreaming.
Started on making units dream of desires when sleeping. Just need to reset the text when they wake back up :-P
Previous fix didn't quite cover all the necessities. Hopefully this will make it all work.
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.
Moved tribe create a bit further away from world origin to avoid shadows/grass/decor fuckery when transitioning to the selected game zone
Zones can be marked valid for game start
Refactoring a lot of core UI stuff, GameManager startup routines etc
Removed Scene component, we don't need it anymore
Tribe create scene fiddling, camera tweener
Touched most scenes (removing component)
More World/Grid init order shuffling
Zone size takes into account multiple terrains
Refactoring world/season stuff, data
Zone stores lists of Decor/Group spawns
First iteration of adding deconstruction of buildings (only applied to Small Wooden Hut for now).
Zones support multiple terrains