19,298 Commits over 1,614 Days - 0.50cph!
Stat change % support.
Stats and Effects tick at the same rate as all other systems, instead we scale values based on tick rate.
All Stat minipulation values are now PER GAME MINUTE.
Bears no longer turn into logs when they die.
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
accidently left bool flag on
Added Fleeing flag and tweak fleeing related behaviour a bit.
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers
improved boar/warthog run/walk animstions a bit
Attempted to accurately port the fleeing calculation from the spreadsheet.
Added a wee bit more robustness to the OnBreak function (testing for null, rather than trusting our gpv is not a reset gpv (eg. when GP is null)).
Used "i" iterator over list when "j" should be used, would sometimes lead to out of bounds error unless "i" magically happened to be within the scope of "j".
BehaviourChain.Break invokes OnChainBreak...
all these are yet to be setup in code;
triggerConfused for humans to play when they dont know what to do
isDancing for humans to enable when they should dance
isCarried for animals to enable when they are dead and being carried on shoulder (animations only setup for bear and deer)
BehaviourChain.Add ignores Behaviours with empty ActionChains
BehaviourChain.IsValid is set explicitly at the end of DM
smartojbect_test repro setup
Effects tweaks, editor improvements
Added a prefix to all Effect names
Removed Alive Effect, now handled by Awake and Sleeping
Fixed individual unit pitch not being passed to the audio source
Removed no longer needed audio sources
Unit audio sources now use a pooling system.
UnitView OnPlaySound tweak
added axe sounds to audiobundle
Added support for audio bundle assets than can be passed via animations.
Sfx added to anim, atmos music chopping
Fixed Units not being able to pick up some items
changed triggerPickupRight to triggerPickUpRight, damn U
LoadGameFromSubscene no longer fucks you if you have a zone scene and main loaded in the editor \o/
Added custom editor for OptionsManager
Expose game options in inspector
Items and Attachments work
OnSoundEvent enum parse
added sounds to bow and changed unitview to make them play in game
added pickup event to pickup left anim
added sound test human controller
Some ReorderableListDrawer tweaks
added axe sounds + folder reorganisation