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

9 Years Ago
Projectile trail disabled on setup
9 Years Ago
Destroy projectiles when interrupting a ranged attack
9 Years Ago
Fixed projectiles not finding UnitView in parent of whateverthefucktheyhit.
9 Years Ago
Fixed portrait widget showing when the player selects any entity in the editor
9 Years Ago
CombatAbilitySelectorSettings NRE catch and TODO Corpse attachment carry bool and cooking bool
9 Years Ago
updated anims to rotate arrow once bow is in combat mode
9 Years Ago
Added support for different attachments roles/modes
9 Years Ago
should be a big improvement with how players look while holding a bow and being in combat
9 Years Ago
WeatherSettings data refactor to use less classes
9 Years Ago
Clear weather now has correct music tag
9 Years Ago
MusicManager now logs asset name rather than flag enum tags that were showing -1
9 Years Ago
Removed "IsClearWeatherType" bool etc
9 Years Ago
CookCorpse no longer requires a skinned corpse
9 Years Ago
Fixed fire treating all items as valid fuel
9 Years Ago
VisualFX.Setup scale fix
9 Years Ago
Container/Items cleanup, machine process deposit options
9 Years Ago
Dispenser.AddDispensable : support for other systems adding items to a dispenser Machines now only process Items, refactored CanProcess, AddInput, ValueOfInput methods Added MachineProcessSettingsWrapper: allows for per Entity machine FX prefab Machines use VisualFX Added CorpseStates.Cooked, CorpseParameters.MinutesToCook CookCorpse MachineProcess implementation, uses BuildingAttachments system for corpse placement... Unit.Items Unset animator hold bools on RemoveItem CameraModule.GetAverageGroundHeight reverted (was highest...)
9 Years Ago
Initial version of MusicManager rework.
9 Years Ago
Building attachments setup in view prefab create / update
9 Years Ago
Adding animation parameter options to ItemSettings attachment stuff Moved some bits around
9 Years Ago
Buildings data fixes
9 Years Ago
added meat mesh to rabbit added roasting and carrying animations to rabit updated den_03 (rabbit warren) to allow navigation over the top of it so rabbits spawned on top can get off and rebaked island-0001 navmesh
9 Years Ago
Data
9 Years Ago
BuildingAttachments, CookCorpse boilerplate
9 Years Ago
Renamed Attachments to UnitAttachments
9 Years Ago
BuildingComponent crap
9 Years Ago
removed spit from small fire and added to a new big one with the object/transform to attach animals to called AP_MACHINE_PRIMARY
9 Years Ago
island 0001 saved without splat paint mode
9 Years Ago
smartobject_test saved without splat paint mode on gg
9 Years Ago
Fixed terrain asset constantly being modified even when nothing changed
9 Years Ago
Deleted BuildingSkin, and an unused enum
9 Years Ago
Fixed grass splat tints not updating when seasons change
9 Years Ago
press T to move scene camera to game camera
9 Years Ago
on full import of project noticed these files were missing from plastic (although unused) and there were duplicate models that should be removed to avoid confusion
9 Years Ago
animated tanning rack with the generic bool isActivated to trigger if it has an animal skin or not
9 Years Ago
Data
9 Years Ago
Added back Item Find Desire creation when adding a Item Craft Desire
9 Years Ago
Added GoalPlanVariant.IsPlayerCreated
9 Years Ago
Added an example tutorial type task that triggers another task upon completion.
9 Years Ago
campfire tweaking
9 Years Ago
added being roasted anim to bear (which is the base animal controler) and deer added isBeingRoasted bool to generic animal controller
9 Years Ago
added spit to campfire
9 Years Ago
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
9 Years Ago
AbilitySettings.ExposedToPlayer moved to BaseBehaviourPlanSettings "Intention generation mode" property added to InteractionSettings Interaction Intention generation in GameUI radial menu setup
9 Years Ago
Data save
9 Years Ago
ActivitySubTypes moved into separate enums and related refactoring.
9 Years Ago
Senses no longer stores arrays of SmartObject, but Entity Added modes to DepositItem Action (Blackboard or Intention) Added Carried Items to DM target source filtering MachineCanProcessItem tweaks MachineProcessSettings stores an Interaction ref, validated in editor Fixed Group.SetKnownUnits not doing what it should
9 Years Ago
ItemOutput machine process now works. Senses should take into account actual perception distances now.
9 Years Ago
Compile fix fix fix fuck off you panda fuck
9 Years Ago
Sometimes behaviour plan interface ids are not equalling to a smartobject's interaction plan when we would expect it to (their ids are equal).