19,298 Commits over 1,614 Days - 0.50cph!
Fixed tutorial related NRE
Re-ordered tutorials, still bugged after 2nd completion
Humans will no longer eat raw meat from un-skinned animal corpses, only animals can do so
People will only drop items not being used to crafting and which are held, when crafting.
Player tutorial completion delay time for UI and sound to do they thang in
Unit diet data validation and setup
Fixed Graze Interaction being shit. Made it un-shit. Un-shitted it.
Passed out people no longer sleep standing up.
Discovered two more colors, thanks Seb.
Fixed DataBrowser eating input events when it shouldn't
Hand command button has sounds
Effects no longer apply stat manipulations through SimTick, instead only OnMinute
Renamed IEntityComponentSystemHandler to IEntityComponentSystemComponent
StatManipulatorParameters change readability
TOD lat tweak
Editor things
Increased height of PlayerController CapsuleCheck
Attached projectiles are removed from corpses when picked up
Unit ragdoll death force tweaks, combat ability names, fixed bad hit FX prefab refs
Moved usec glyphicons into seperate folder
Icons on DataBrowser tabs
Fixed task complete sound not playing
TutorialSettings.TaskName returns the AssetName, no need for a seperate field
Fixed Relationships NRE (made Socials a default UnitComponent)
Split tutorial up into 5 seperate tutorials
Misc EntityView physics cleanup, and data exposure for rigidbody drag
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
Added Relationship hooks for Social events, though changing no opinions in there just yet.
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
Entity physics toggle optional gravity param
Projectile.Fire takes a callback, component no longer holds OnHit event
Fixed projectiles not being interactable after being thrown/shot, but found some issues with throwing projectiles a second time... weird shit. Commiting because I'm going insane
Relationships component now listen to senses events and change opinions based on that.
PerceivedUnitData now bookkeeps PreviousThreatLevel as well, that we can find the delta.
Renaming Desire types to be more consistent
Added various events to Social, Socials and SocialInvitation
Relationships component now listen to combat events and change opinions based on that.
Removed some unused fields from DesiresParameters
SocialEffectParameters stores an ActId for use with the Event and Target types
Added SocialSettings.GetActParameters via id
Pretty big desire refactor.
Added a 2nd type of Building Desire for player commanded building.
All Building related desires should now be cleared up on building completion.
Merged from Social Effect Parameters branch.
Started extending the editor for SocialSettings to include the SocialEffectParameters. Only thing left really is to allow for SocialActParameters to be displayed as an AssetMenu, or something like that, when social effect target type is of type Participants of Act.
Added TryApplySocialEffect functions that generalize the application of social effects in Social and Socials, removing the duplication of code and makes the classes easier to read.
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
Social Effect Parameters based approach to adding effects for misc social events. Not tested + requires some editor work before it's ready for prime-time, but code compiles.
Tutorial is now more generic (and also completable).
Reworked a bunch of triggers.
Lazy people won't build things unless you force them.
Fixed NRE in ProvidesRequiredItemSettings
Fixed PickUp Interaction not working on items that are attached to the shoulder
Added ItemType.Corpse Definition
Cleaned up Deer Corpse and other Corpses data
Corpse component dispensable editor funtimes
Minor TakeFromDispenser tweaks
Dicking around with basic hostility check
Added skeleton code for catching when a Social breaks.
Refactoring Dispensers, reduced code duplicated and consolidated TakeFrom actions into a single class
Updated Dispenser component editor to support Effects properly
Cleaned up some Food related AI modules, animals should once again eat from resoruces