repobeforecancel

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

8 Years Ago
BehaviourChain elements can now be conveniently collapsed in the AI Designer
8 Years Ago
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
8 Years Ago
Skinning animation loop time import fix again
8 Years Ago
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
8 Years Ago
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around Removed all multi-select functionality from the PlayerController
8 Years Ago
Removed deprecated mode from MachineCanProcessItemSettings... :-P
8 Years Ago
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
8 Years Ago
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
8 Years Ago
Spears should be crafted from Big Stick.
8 Years Ago
Put Corpse on Fire should be an Interaction executable for the player.
8 Years Ago
Apparently I modified the bleeding effect
8 Years Ago
Rabbit AI module weights
8 Years Ago
Re-wrote corpse creation
8 Years Ago
Fixed potential NRE in GridManager.UpdateEntity
8 Years Ago
UI sprite import settings, menu UI tweaks Removed BaseEntity.Transform and replaced all usage with BaseEntity.View.transform
8 Years Ago
Graphics options cleanup, menu UI fiddling
8 Years Ago
Swapped anti aliasing for the other version from cinematic effects, which has no artifcating and less jitter? ;|
8 Years Ago
ResourceSpawner allows spawning things without view prefabs (grazing areas) Player camera component order
8 Years Ago
Missed a bit
8 Years Ago
Fixed Effects created by Dispensers not being correctly added to the Unit interacting with the Dispenser, but instead being added to the Dispenser's parent entity. Island 4 noodling Ignoring some local third party
8 Years Ago
Senses tweaks
8 Years Ago
Fied potential NRE in Effect where Entity.Stats was null
8 Years Ago
ECS tick back into main update loop in EntityManager, not LateUpdate
8 Years Ago
Temporal AA tweaks Disabled MotionBlur Fixed bad import settings on human_anim_skinning
8 Years Ago
Fixed Senes not book keeping perception data properly Fixed NRE KnowledgeOverlayWidget Fixed NRE in DebugTools Relationships display
8 Years Ago
Fixed SceneSaveHook being stupid
8 Years Ago
Build settings
8 Years Ago
Loading game from the main scene in editor will always load testbox as the primary Zone, standalone build pulls from the game_scenes config list, which is once again auto-updated to include all scenes in Scenes/Build Island via SceneSaveHook Breeding instigation AI tweaks, no longer limited to group members (animals of distinct groups can breed with each other)
8 Years Ago
ActionSettings.TickImplementation now abstract Added missing key switch (UnitCollection) in BehaviourChain.GetBlackboardEntityTarget, which would prevent elements reading from the key in UnitDecisionMaker Senses uses Dictionaries of perception data rather than FixedArray
8 Years Ago
Data save
8 Years Ago
More post tweaks, GraphicsOption cleanup Motion blur disabled in freeze speed
8 Years Ago
Camera post pass
8 Years Ago
Unity cinematic effects, temporal AA replaces SMAA because fuck it Petur needs a smooth bowstring 5/7 GOTY 2034
8 Years Ago
Knowledge overlay position dickery
8 Years Ago
Scion PP settings
8 Years Ago
Cleaning up Item.Holder usage, added Item.IsContained and .HoldingContainer Cleaned up MachineProcess.AddInput, removing a bunch of useless arguments that are now exposed to MachineProcessSettings data Removed all "held interaction" data from ItemSettings et al, updated data validation to ensure items have the correct baseline interaction in accordance with other data Fixed a bug causing items deposited to a building that is still under constructed have their interactions shown in the radial menu when interacting with the building Fixed radial menu not animating properly or closing when clicked when the gamespeed is paused Added Condition evaluation to the "Hand" menu in UnitCommandsWidget Added BehaviourPlan.ToString override Fixed missing MainCamera script on Player/Camera prefab Reimported fresh ScionPP
8 Years Ago
More overlay UI tweaks, filtering out worn/held items, increased label pool size Senses.IsPerceivable now rejects entities that are not flagged as interactable, or do not have a SmartObject component Fixed shitty handling of attached projectiles in Corpse Nuked shitty hack for SmartObject interaction availability when parent Item entity gets dropped or picked up, design better data instead
8 Years Ago
Added UnitView.Body fallback (spine) Add Knowledge Overlay UI (hold V)
8 Years Ago
gui icon import tweaks
8 Years Ago
Added UnitMovementMode icon display to UnitInfoWidget Added UI masked icon shader Added TraitSettingsWrapper + drawer and editor support
8 Years Ago
Fixed some Unit selection and UI sounds overlapping, playing when they should not Fixed a bug that allowed hover and select commands to pass through the UI (specifically radial menu)
8 Years Ago
Animal attack animations now have the attack state
8 Years Ago
Building placement shows forward vector arrow guide Updating third parties
8 Years Ago
Fixed cached building desire being left over
8 Years Ago
Building commands now also cause player desire reset
8 Years Ago
Fixed hostility comparison
8 Years Ago
Rabbits and wolves in testbox Data tweaks
8 Years Ago
Combat now also causes the sleep interrupt effect
8 Years Ago
Sleep interruption from noise actually works now
8 Years Ago
Added Instrument ItemType