19,298 Commits over 1,614 Days - 0.50cph!
Projectile attachment tweak
Combat editor improvements
Hitboxes implementation WIP
updated deer with HIT_ boxes childrenated to bones
Event music can now be looping or one shot
Reworked ActivityData and tweaked activity triggers.
Tweaks to tutorial task system
turned off triggers I accidently left on
added the mask back so the spear throw gets the animation info for the itm bone
'new game' theme variation
made spears orient the right way
added ragdoll to dummy for collision testing
made stone throwable and made the correct animation play
Group+Stats also sets average max values for Vitals
MusicManager changes current mood based on average Player Tribe Mood stat value
VisualFX support for particles simulated in unscaled time
VisualFX support for non-entity bound things
PlayerController uses VisualFX for click/move orders
TutorialManager - >PlayerTutorialManager
Hide old spawn data from UnitSettingsEditor
added dummys for combat testing
Conditions and Considerations must define their EvaluationTargetTypes property in code, no longer defined in data
Selectors no longer take an EvaluationTarget param in their Query method
Tags and Behaviour Groups
Cursor stuff (isn't great yet because reasons)
Added death activity triggering and modified kill deer trigger to listen for this.
Looks like tutorial stuff is working now. Updating for better testing.
Desire condition and filtering improvements
Cleanup pass on all DSE content eval target settings
Moving shared functionality between various task widgets into base functions.
Dispenser replenishment tweaks
Fixed errors on tribe create UI screen
TakeFromDispenser.OnMinute event listener removal
Minor selector/desire tweaks
Resharper temptaes updated
Considerations refactored to use single class
Conditions refactored to use a single type, like Actions earlier
White move orderf FX
...filtered so that you can actually read them
Written PH icons for effects
AI data pre condition refactor tweaks
UnitView root capsule collider is trigger