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

8 Years Ago
Fixed potential NRE in CraftItemSettings related to Skill usage
8 Years Ago
Deer ragdolls
8 Years Ago
Fixed entity physics toggle failure
8 Years Ago
UnitSpawner "base" building is actually optional
8 Years Ago
Added UnitInteractionState behaviour to all relevant states (item switching)
8 Years Ago
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
8 Years Ago
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
8 Years Ago
NRE catches in UnitView Update/LateUpdate
8 Years Ago
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)
8 Years Ago
AssetDropdown rename / tweaks + comments DataAsset.IComparable
8 Years Ago
Set Human basic attack to use correct skill
8 Years Ago
SkillLevelDefinition IComparable AssetEnumDrawer sorting
8 Years Ago
Progression data tweaks
8 Years Ago
Merged from Socials branch (Breeding).
8 Years Ago
Merged from main.
8 Years Ago
Fixed the statistical model for breeding to take menstruation cycle and chance based on when last the tribe had a female pregnant.
8 Years Ago
missed from last checking, tortoise idle (hasnt really changed)
8 Years Ago
tortoise rename morphs to nutition
8 Years Ago
Weapons data balancing
8 Years Ago
Merged from main to keep branch healthy.
8 Years Ago
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.
8 Years Ago
Fixed more skill usage data
8 Years Ago
Fixed Resource interaction skill usage
8 Years Ago
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.
8 Years Ago
Asset "enum" drawer has a select button again Improved Dispenser interactions drawer
8 Years Ago
Some data for Breeding.
8 Years Ago
Editor tags
8 Years Ago
Combat Ability Selector logging
8 Years Ago
TickableEntity abstract
8 Years Ago
Added Unskilled SkillLevel Removed SkillRequirement Fixed ResoruceTypeDefinition fuckup
8 Years Ago
MusicManager fix
8 Years Ago
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.
8 Years Ago
Fixed bad path in SceneLoader
8 Years Ago
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
8 Years Ago
Data save
8 Years Ago
Effects now support keyword replacement in their descriptions
8 Years Ago
BaseEntity physics cleanup Fixed bad casting in Stat+Properties
8 Years Ago
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
8 Years Ago
More tweaks to approaching in combat
8 Years Ago
Fixed approaching targets in combat
8 Years Ago
Removed Stat.CappedMaxValue, MaxValue handles caps itself
8 Years Ago
Stat fields + defaults in IsWithinPerceptionRangeSettings
8 Years Ago
tribal drumming loops added
8 Years Ago
chagned hand positions in happy anim
8 Years Ago
happy tripping laughing
8 Years Ago
Water splash fx material uses lit alpha blend shader
8 Years Ago
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
8 Years Ago
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload GoalPlanVariant.SimTick returns if IsActive == false
8 Years Ago
yamfm
8 Years Ago
CanPerceiveUnitsSettings switches on the Unit type instead of if/else