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

8 Years Ago
Socials now cache the last accepted and declined invitations. Social Stat Manipulator Value Simulators now access the Socials component of the effect's unit rather than the gpv, and access the new cached information about invitations to get to sender and recipient.
8 Years Ago
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
8 Years Ago
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
8 Years Ago
Social Invitation Selector wrote Received to Sent in blackboard, and Sent to Received. Fixed. AcceptInvitation tried to remove the invitation twice when Unit was participant of the invitation (not a bug, just unnecessary to remove twice).
8 Years Ago
Removed deprecated TODO comment DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
8 Years Ago
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one. Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
8 Years Ago
Wrote two stat manipulator value simulators and based two effects on those.
8 Years Ago
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
8 Years Ago
Radial menu now shows valid targetted Abilities for all Entities Inspectable unlocks can trigger Trait discovery Added Inspectable unlocks EntityComponent and related Conditions Added EntityType Condition
8 Years Ago
Entity Inspection boilerplate/wip Changed a few comment headers ;x
8 Years Ago
Misc effects fuckery
8 Years Ago
Fixed bad morph, added null check in EffectSettings.GetMorph
8 Years Ago
hut built sfx changed
8 Years Ago
Desire Expired effect disabled
8 Years Ago
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)
8 Years Ago
GameState consistency when loading scenes in the editor, for make benefit of Great Tutorial. People now drop any un-used items when crafting because why not (temp hack)
8 Years Ago
Fixed bad light culling layers causing issues in standalone builds Fixed bad Building description text Fixed missing return in CraftItemSettings callback
8 Years Ago
Building completion sound hookup
8 Years Ago
RangedState.OnCurrentValueChanged is now invoked when the Stat's cap value changes during UpdateManipulators
8 Years Ago
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied Relationships.OnOtherUnitDied TODOs re thresholds and event perception StatManipulatorParametersDrawer tweaks
8 Years Ago
Fixed a bunch of bad effects stat minip data
8 Years Ago
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
8 Years Ago
StatManipulatorValueSimulators dummy class
8 Years Ago
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now. When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
8 Years Ago
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API Small sticks can be stacked and carried in bundles of 4 UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop) Right clicking on a selected unit no longer shows a radial menu for carried item interactions Renamed ToolType FishingRod to FishingSpear
8 Years Ago
place_building sfx levels
8 Years Ago
Considerations for Ally, Rival, Friend, Foe, Love and Hate.
8 Years Ago
Make pregnancy and baby age use DateTime and tick more often than OnDay.
8 Years Ago
Removed some debug state behaviours
8 Years Ago
Restored missing attack state behaviours
8 Years Ago
HumanController fuckery
8 Years Ago
Tweaks
8 Years Ago
Moved project trajectory calc a bit so it's easier to debug when things go wrong
8 Years Ago
Compile fix Projectiles use fixedDeltaTime
8 Years Ago
Combat debug when calculated projectile velocity is nan
8 Years Ago
animation bool logging
8 Years Ago
Fixing stupid shit
8 Years Ago
Debug logging in ItemActions
8 Years Ago
Removed some missing components from TOD prefab
8 Years Ago
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
8 Years Ago
Compile ifx
8 Years Ago
More tweaks
8 Years Ago
Animation event log
8 Years Ago
Self transition fixes
8 Years Ago
HumanController.Combat attack state transition consistency Animation debug logs for debug selected units
8 Years Ago
Fixed NRE related to tooltips GPV slot debug doesnt require decision logging to be enabled
8 Years Ago
Foldable combat ability drawer
8 Years Ago
Added a Dummy spawn to testbox
8 Years Ago
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup Added IUIElement interface, for parent UIScreen assignment during UIScreen init Tooltip is no longer global widget, each UI screen now has Fixed potential NRE in WeatherWidget.UpdateText
8 Years Ago
Disabling scene save hook that updates list of valid game scenes Testbox is default game scene for now Rebaked Navmehses for testbox to match game scenes Debug overlay fixes