19,298 Commits over 1,614 Days - 0.50cph!
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
Hopefully fixed NRE when attempting to join a no longer existing collection
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
crying anims to the crying emote
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
Only Units run stat simulators (for now)
Reverted GroupStats MaxValue change, added averaged Cap value
added drum item, animations and is drumming bool
Fixed a plethora of broken shit in Stats, reimported stats data
Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
StatModifier.MinipulationType not pulling value from data params when present.
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
Removed duplicate global trigger eval flag
Skill level def values, editor sorting
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
DataEditor now remembers which tab you had open between session/compiles etc
improved sabetrtooth locomotion animations
Yet another notorious merge from main.
Potential fix for atmospheric music cutting into event music
Some fixes to Unit Collections.
Added AI module for joining the largest collection
Fixed the DataEditor slow startup
Added UnitCollection Blackboard key
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Added Scenes menu, to load common scenes in fewer clicks
Fixed stupid things in DebugToolTab
Skill levels now use Definitions
Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
fix for run using the wrong speed and added some new sabertooth movement anims
Fixed some AI data which was causing units to sometimes walk when approaching combat targets.
Fleeing now continuously updates destination.
Desire momentum drain rates increased
Fixed MusicManager.OnTribeMoodChanged being shit
fixed some bad movement speed data
Units will get sad when they witness death
Relationships are formed when two Units first see each other
Fixed OnActivityGeneratedTrigger not working
Improved stat cap modifier application (min value only)
Added Activity types for various death types..
Added Relationhip Consideration
Extended Relationships adding flags, events and a bunch of API
Units have relationships with their Group members by default
first go at sabetooth improvements
Added MoodOverlay camera effect, desaturation linked to tribe's average Mood
Adjusted and exposed Mood thresholds in MusicManager
Actions hold reference to their state where appropriate
Actions can override Tick
tortise first pass, need to rename to tortoise..
SetDestination : when in SmartObjectInteraction mode wait for the UnitView to turn and face it's target target on arrival before calling action.End()
removed unused animation script
Shader variants/defaults.
Added focus target control to FreeCamera (left click) and settings/mode to DynamicDOF