19,298 Commits over 1,614 Days - 0.50cph!
Desire creation in UDM
AI Designer improvements (module editor in sidebar)
Some more work on flock flee.
More desire creation editor stuff
Data schema and editor work on BC selector desire creation modes
SpawnPopulationSettings defines resolution for handler distrubtion stuff. Also exposed forced density in editor
ContainsDesiredItemTweaks, other misc things
Created a new Unit Desire and refactored Desires to not use DesireEx
fixed carrying animals being in injured or exhausted idle pose by adding isdead false to the injured of exhausted anim layer transitions
turned off destory on unsubscribe as I think it was making the corpse vanish when carrying it
couple of fence buildings
Fixed a buch of issues with UnitCommandsWidget not handling modal state properly
Reworking Tribe+Knowledge, removed old ticking setup for craftable items. Discovery support for buildings, better init, etc.
UnitCommands modals dont show tooltips on craft/build buttons
Moved InStartingPool flag to Item.CraftableParameters
Removed random item modesl from island01 scene
Added InStartingPool flag to ItemSettings, replaced Player.Init discovery calls
Disabling confidence score modification in DSE
ActionSettings.BreakImplementation is abstract
Spawners reset, no longer only spawn adults, or only male deer
Handle when action breaks for Construct Building Settings.
Herds flee in same direction / towards same destination.
updated building interaction positions so units heads dont clip into the walls when building
Was getting NRE on building finished (state's listener function was null), so rather than letting each individual thing remove itself from the event, the even now removes all listeners after invoking OnBuildingFinished.
stopped animal exhausted and injured animation from being applied when the unit is moving more than 3 units per second so you dont get turbo limp as it decelerates from sprinting
changed spear to look less like a big stick and more like something thats been crafted
Fixes and debug logs for FollowTarget SetDestination stuff
Started adding reactions to being attacked by an unperceived attacker
all dem ui graphics files
More robust flock fleeing based on when a group member is hurt.
check in of missing wolf anims
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
Tooltip screen pos entity fix
WaitForUnitFlagChange EndImplementation fix
Tooltip alignemnt stuff
Removed EntityTooltipWidget, functionality ported to TooltipWidget
trying to add skinning to deer corpses but unable to make it despense hides
added hide view model
added generic clothing item view model and assigned it to clothing items
updated default importer settings to auto turn on colliders in item meshes
Fixed TooltipWidget not being added to the UIManager's element list
Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
UnitCommandsWidget deactivate after init
UIWidget.IsActive defaults to true in base init
Reverted accidental controller change
UnitCommandsWidget only active when the player has a unit selected
WaveAt Ability has same species condition
Fixed corpses not getting their isCarried animator param set
Minor tweaks to WaitForStatSettings
Set confidence multiplier to 0 on all Abiltiies and Interactions
Disabled "single unit" controller mode, for now
Perception condition fix
Added perception checks to various combat AI goals, plans and abilities
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added CanPerceieveTarget Condition