19,298 Commits over 1,614 Days - 0.50cph!
Removed audio playing from code when attacking.
UnitView.OnSoundEvent AudioClip overload (does nothing)
improved shrug(dont know why this didnt go in previously really)
fixing walk loop glitch for humans
small anim tweaks and delselect anim
Added support for ability hit sounds (currently buried beneath unit hit sounds) and added untested % of health damage check for unit hit sound type played.
Temporarily disabled fleeing because it is annoying.
Fixed Tribe+Knowledge spamming discovery
Spawners get ground height
Fixed individual GoalPlanVariant BehaviourChain elment Decisions not copying Blackboard data back onto the BehaviourChain's Blackboard
Added Entity+Debug partial
TribeStartArea now spawns 3 adults of each gender, with clothing (parity with tribe creation when playing in editor direct from a scene)
Added bow sound to combat (needs work)
Disabled confidence multiplier in DM
Apparently I made some changes to the human asset.
Rebaked island01 to match bake settings in other scenes
Fixed a bunch of issues with tribe create
Added name overrides for most clothing
Made island01 the default game scene when running main/steam build
VisualFX destruction fix
Sleep FX fix
Confidence multiplier in DecisionPlan
WakeUp no longer breaks current goal...
BehaviourGroupSettings stores AI Modules, not GoalParams... commented out a bunch of code in BreedingGroup and ChildPlayGroup.
added arrow hitting flesh ph sound
Added Confidence mutliplier to DecisionLog (BEF-226)
Cleaning up some blackboard issues in DM
Grass and Decor spawns can be toggled in data more easily
Fixed Building Construction Sill and ToolType requirements not being setup correctly
Moved Select/Deselect to Human
floating geo is 10x closer than before on male
meat texture which fades in with AlphaCutoff and can be linked to unit health
quick test ragdoll to deer that kind of works
res data to go with last checkin
Removed all IM considerations
Reverted threat calc in Senses