19,298 Commits over 1,614 Days - 0.50cph!
Effect descriptions keywords support
Music now fades out rather than crossfades, and other music tweaks
Added TribeActivityTrigger, TribeMemberActivityTrigger. Replacing ActivityTrigger
Desire related mood Effects no longer expoed to player
Cleaned up some Triggers.
Added crossfade to MusicManager.
Correcting articles in front of vowels. Untested for now, and unsure whether we really want to do this (as it proved a wee bit complex), or if we just want to have a keyword for it instead... Hence I branched it.
EntityManager.Tick tweaks
Don't tick components on destroyed entities
ECS tick only removes old components once a complete tick has been completed
Fixed Triggers grouping in DataBrowser
ActivityNotificationsWidget no longer uses a Queue, always shows newest notfiication on top
freezing hot and cold emotes
cough anim with triggerCough
ActivityManager holds an ActivityTypeDefinitions asset, acting as a database for enum data mapping (activity string templates, namely)
Some Reproduction cleanup, added Activity generation for pregnancy
Fixed UnitSettings.Create not adding the Unit to the created group when none is supplied
Keywords stuff
updated buildings to be the same scale (~1 instead of 0.01) and all use the same animation controller system
tortoise model and animation improvements
Remove Social restrictons from SocialRoleDefintion
BaseEntity physics toggle optionally ignores triggers
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SpawnPopulationSettings supports Units properly
Removed old Unit spawns data
Fixed Tortoises being spawned improperly, added some hand placed spawns to island01
Fixed some shitty editor layout with asset dropdowns and stat type selections
SceneSaveHook fix and BuildSettings updated
SceneSaveHook fixes
More scene orgnisation
Making sure all animals have groups
Emotes.ChangeClip bool assignment commented out
Fixed Unit.Items.TryStowHeldItem returning false when it shouldn't
"Select Weapon to Stow" checks whether the item is held
Removed arm and head attachment points, added secondary back slot
Human prefab updates
Fixed linear and inverse linear functions to work with horizontal/vertical shift and y min/max.
Added exponential and inverse exponential functions.
UnitCollectionEditor tweaks
Added Deer collection
Dropdown attributes on some unit ecology data fields
Unit Feels Threatened perception tidy up
IsWithinPerceptionRangeSettings assignment fix
Agent comments re player behaviour additive override
Herd animals now form collections if they can't find one to join
NavMeshAgent radius now set in data.
Base Attack Range cannot be smaller than the NavMeshAgent radius.
Renamed smartobject_test to Testbox
Reorganised scenes folders a bit
Deleted some old test scenes
Spawn population/handler tweaks. FishTest spawner
FIlter sets data doesnt use a base type, added dropdown field attributes for data types
Commented out combat ability selector debug
Added a timestamp to GPV change debug log
Hopefully fixed units not correctly being removed from the perceived units list
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
Removed unnecessary cooldown from Combat
Effect descriptions only generated on demand
Effects data tweaks
Apprently argument names fucked the compile
Crafting desires should now be fulfilled AND removed when items are succesfully crafted
Added new 'Keep' ItemDesireType
ItemDesire fulfillment checks test whether items are unlocked
Rebaked smartobject_test navmesh to include some padding around the walls
Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs