19,298 Commits over 1,614 Days - 0.50cph!
Updated Stat Manipulator Parameters Drawer to respect the new Cap manipulator (Please double-check this @billowe).
Added CappedMaxValue to Stat, which returns MaxValue + CappedModifierValue (hence will reflect the MaxValue as long as there's no active cap).
Extended enum StatManipulator with the value Cap.
Stat+Modifiers now hold a list of modifiers of the StatManipulator type Cap.
Need and Vital's Current Value now clamps to the range [0, CappedMaxValue].
Stopped them being so happy
in fact let's not start with 0 energy either
Moved animation clips onto their respective EmoteSettingses.
Atmospheric music data rework, editor, file renames
Moved Emote behaviour to the Emotes module
setup work on wolf and some files from mammoth
Removed BehaviourGroups and all related systems from the codebase
Added Combat flag conditions to most AI modules
Fixed some null music refs
Reverted HumanController mistaken commit
Added Unit Targetting component, related AI actions and conditions
Ragdoll receives velocity from navMeshAgent on Unit death
Items can be flagged IsDraggable, preliminary support for attachment using joints
Renamed Hostility conditions for clarity
Tribe+Knowledge.Discover no longer generates activity
Action resharper template
added on water motif, removed rain event music
Some last changes to this branch before it's shelved for the moment.
check in mammoth before I break it
Added a clip to the night time music
Fixed regular gamespeed controls not overriding editor timescale
More timescale good things
Exposed timescale adjustment smoothing
Expose timescale adjustmente on PlayerTimeControls component, reduce by 75% when timescale is < 1f
Added manual timescale control using -/+ keys (numpad too)
Fixed issues with animation params and movement state not being properly synced up (don't fire destination reached callbacks in navigation until we're absolutely not moving)
added 5m high glitch anim to replace whatever anim you're not sure is playing or not
TriggerSettings.GetUsageCount impl
ConditioNSettings.GetUsageCount mad LINQs bruh
Fixed AIDesigner not always serializing database asset
Started on proper effects
Effect Trigger toggle in DebugTools Settings tab
Effects above stats in debug sidebar
Fixed VisualFX unscaled time support
Fixed Wait Action not randomising
Set default EntityManager ms budget to 2
UnitInfoWidget text tweaks
ClickOrder VisualFX on prefabs, Player prefab updated
Fixed zero scaled visual FX
Fixed UnitEffectsWidget not storing Effect refs :|
UnitEffectsWidget reworking
Fixed issues with duplicate behaviours and effects in UnitEffectsWidget and UnitBehaviourWidget
Added profiler hooks for Effect Trigger evaluation
Programming, how does it work?
Fixed arrows not being correctly parented to the hitbox they hit
Only turn to face attackers when recieving a melee hit
Fixed some nulled music refs and added NRE catch to MusicManager.PlayClip