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

9 Years Ago
Desire creation in UDM AI Designer improvements (module editor in sidebar)
9 Years Ago
Some more work on flock flee.
9 Years Ago
More desire creation editor stuff
9 Years Ago
Data schema and editor work on BC selector desire creation modes
9 Years Ago
SpawnPopulationSettings defines resolution for handler distrubtion stuff. Also exposed forced density in editor
9 Years Ago
more files.
9 Years Ago
ContainsDesiredItemTweaks, other misc things
9 Years Ago
Created a new Unit Desire and refactored Desires to not use DesireEx
9 Years Ago
fixed carrying animals being in injured or exhausted idle pose by adding isdead false to the injured of exhausted anim layer transitions
9 Years Ago
turned off destory on unsubscribe as I think it was making the corpse vanish when carrying it
9 Years Ago
couple of fence buildings
9 Years Ago
Fixed a buch of issues with UnitCommandsWidget not handling modal state properly
9 Years Ago
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
9 Years Ago
intro music added
9 Years Ago
Moved InStartingPool flag to Item.CraftableParameters Removed random item modesl from island01 scene
9 Years Ago
Added InStartingPool flag to ItemSettings, replaced Player.Init discovery calls
9 Years Ago
hammer item + merge
9 Years Ago
Disabling confidence score modification in DSE
9 Years Ago
ActionSettings.BreakImplementation is abstract
9 Years Ago
Spawners reset, no longer only spawn adults, or only male deer
9 Years Ago
Handle when action breaks for Construct Building Settings.
9 Years Ago
Herds flee in same direction / towards same destination.
9 Years Ago
updated building interaction positions so units heads dont clip into the walls when building
9 Years Ago
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.
9 Years Ago
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
9 Years Ago
changed spear to look less like a big stick and more like something thats been crafted
9 Years Ago
Fixes and debug logs for FollowTarget SetDestination stuff
9 Years Ago
Started adding reactions to being attacked by an unperceived attacker
9 Years Ago
all dem ui graphics files
9 Years Ago
More robust flock fleeing based on when a group member is hurt.
9 Years Ago
check in of missing wolf anims
9 Years Ago
Revert controller
9 Years Ago
Re-wrote Combat attack speed and callback timeouts to use TOD datetime and game speed multiplier
9 Years Ago
Fuck you unity and your shitty prefab bullshit you absolutely cocktrumpet
9 Years Ago
Tooltip screen pos entity fix
9 Years Ago
WaitForUnitFlagChange EndImplementation fix Tooltip alignemnt stuff
9 Years Ago
Removed EntityTooltipWidget, functionality ported to TooltipWidget
9 Years Ago
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
9 Years Ago
Fixed TooltipWidget not being added to the UIManager's element list Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
9 Years Ago
UnitCommandsWidget deactivate after init UIWidget.IsActive defaults to true in base init
9 Years Ago
Reverted accidental controller change
9 Years Ago
UnitCommandsWidget only active when the player has a unit selected WaveAt Ability has same species condition
9 Years Ago
Fixed corpses not getting their isCarried animator param set Minor tweaks to WaitForStatSettings
9 Years Ago
Set confidence multiplier to 0 on all Abiltiies and Interactions Disabled "single unit" controller mode, for now Perception condition fix
9 Years Ago
Added perception checks to various combat AI goals, plans and abilities
9 Years Ago
UIManager player/entity interaction checks for cursor moved to SmartObject member
9 Years Ago
Misc Senses cleanup
9 Years Ago
Added Clear Combat Target behaviour to common combat AI module Added ClearCombatTargetAction
9 Years Ago
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
9 Years Ago
Added CanPerceieveTarget Condition