19,298 Commits over 1,614 Days - 0.50cph!
Fixed potential NRE in CraftItemSettings related to Skill usage
Fixed entity physics toggle failure
UnitSpawner "base" building is actually optional
Added UnitInteractionState behaviour to all relevant states (item switching)
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
NRE catches in UnitView Update/LateUpdate
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
AssetDropdown rename / tweaks + comments
DataAsset.IComparable
Set Human basic attack to use correct skill
SkillLevelDefinition IComparable
AssetEnumDrawer sorting
Merged from Socials branch (Breeding).
Fixed the statistical model for breeding to take menstruation cycle and chance based on when last the tribe had a female pregnant.
missed from last checking, tortoise idle (hasnt really changed)
tortoise rename
morphs to nutition
Merged from main to keep branch healthy.
ExitAct in Social works now, which removes the module of the act.
EnterAct for next act in chain of Social works now.
EndSocial works now, which removes all participants and destroy the Social entity.
Fixed more skill usage data
Fixed Resource interaction skill usage
Breeding now works, but have to set up callbacks to catch when we should exit an act (and in turn a social) that we can properly uninstall act/role modules, and continue the chain of acts for a given social to solve more complex socials.
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Combat Ability Selector logging
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Scoring of roles.
Remains to properly enter and exit acts through the chain of acts for a Social, need some kind of callback to hook up to on Act finished.
Fixed bad path in SceneLoader
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
Effects now support keyword replacement in their descriptions
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
More tweaks to approaching in combat
Fixed approaching targets in combat
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Stat fields + defaults in IsWithinPerceptionRangeSettings
tribal drumming loops added
chagned hand positions in happy anim
Water splash fx material uses lit alpha blend shader
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
CanPerceiveUnitsSettings switches on the Unit type instead of if/else