19,298 Commits over 1,614 Days - 0.50cph!
DM and Action Run is still on Sim Tick, while some other things that's got to do with Behaviour Chain ticking has been moved onto the ordinary Tick.
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
made mudhut base deeper and have less of a lip
init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
Bleeding now is attached to it's unit.
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).
Fixed order of SetDestination start
NRE fix in combat ability selector
Combat ability selector tweaks
EntityManager budget sim tick in LateUpdate
Fixed potential NREs in Corpse
Testing ActionChain break change (dont break current action if not running, I suspect this never got called anyway)
Navigation.SetDestination does reset path again, for testing
TribeStartArea tweak
Snow weather type
Sleep fx renders more nicely.
Dirt click fx improvements (needs to eventually pull biome colors)
Blood tweaks
Prefab attachment data, arrow trails
CameraModule.Follow tweaks (abstract in base)
Clicking tribe portraits will snapto, select and follow the unit
Blood isn't bioluminescent anymore
Behaviour constructor fix
Some behaviour UI groundwork
Ability description changes
Saved island01 with splat painting off, again
Exposed perception cooldown for go to actions in data
Following units should now use the last seen position and stop after a certain time if the target is no longer perceived.
Removed look and wait from end of Interaction.GoTo
Added Human Idle AI module with Ponder Goal/Plan
Successive player commands now add behaviours to the GPV.BehaviourChain rather than cancelling it (if it was player initiated)
Renamed all human vox sounds using new format
Unit.Navigation.SetDestination doesn't reset path
Reverted player controller forced unit navigation reset hack
Added shader "Before/Particles/Lit Alpha Blended" a lit and fogged version of "Particles/Alpha Blended"
Don't break running action chain elements in ActionChain.Break
A bunch of metas appaerently
Player goto commands forcibly stop the unit first
Saving island01 with splat painting off
Generic mat tweaks (for editor view)
Fixed some selectors not writing to blackboard in building AI module
Reduced min_range calc in CombatAbilitySelector
Data changes
Made more buildings available in the starting pool
Effect and FuelToEffect tweaks
BiomeMaterialObject loop through all renderers