19,298 Commits over 1,614 Days - 0.50cph!
Projectile trail disabled on setup
Destroy projectiles when interrupting a ranged attack
Fixed projectiles not finding UnitView in parent of whateverthefucktheyhit.
Fixed portrait widget showing when the player selects any entity in the editor
CombatAbilitySelectorSettings NRE catch and TODO
Corpse attachment carry bool and cooking bool
updated anims to rotate arrow once bow is in combat mode
Added support for different attachments roles/modes
should be a big improvement with how players look while holding a bow and being in combat
WeatherSettings data refactor to use less classes
Clear weather now has correct music tag
MusicManager now logs asset name rather than flag enum tags that were showing -1
Removed "IsClearWeatherType" bool etc
CookCorpse no longer requires a skinned corpse
Fixed fire treating all items as valid fuel
Container/Items cleanup, machine process deposit options
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...)
Initial version of MusicManager rework.
Building attachments setup in view prefab create / update
Adding animation parameter options to ItemSettings attachment stuff
Moved some bits around
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
BuildingAttachments, CookCorpse boilerplate
Renamed Attachments to UnitAttachments
removed spit from small fire and added to a new big one with the object/transform to attach animals to called AP_MACHINE_PRIMARY
island 0001 saved without splat paint mode
smartobject_test saved without splat paint mode on gg
Fixed terrain asset constantly being modified even when nothing changed
Deleted BuildingSkin, and an unused enum
Fixed grass splat tints not updating when seasons change
press T to move scene camera to game camera
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
animated tanning rack with the generic bool isActivated to trigger if it has an animal skin or not
Added back Item Find Desire creation when adding a Item Craft Desire
Added GoalPlanVariant.IsPlayerCreated
Added an example tutorial type task that triggers another task upon completion.
added being roasted anim to bear (which is the base animal controler) and deer
added isBeingRoasted bool to generic animal controller
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
AbilitySettings.ExposedToPlayer moved to BaseBehaviourPlanSettings
"Intention generation mode" property added to InteractionSettings
Interaction Intention generation in GameUI radial menu setup
ActivitySubTypes moved into separate enums and related refactoring.
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
ItemOutput machine process now works.
Senses should take into account actual perception distances now.
Compile fix fix fix fuck off you panda fuck
Sometimes behaviour plan interface ids are not equalling to a smartobject's interaction plan when we would expect it to (their ids are equal).