19,298 Commits over 1,614 Days - 0.50cph!
FX stuff, some minor combat tweaks
changed to
OnAnimationEvent
CombatHit
additive (getting)hit anims and first attempt at adding blood to the (getting)hit animation added back trigger hit in combat.cs with help from seb added onhitevent to unitview to play blood effect
Fixed positioning of balls.
flip screen position for negative z on tracker widget
All groups create views
Grass is back, say goodbye to sticks and rocks
Dispenser interactions don't record tool type data in BehaviourPlanData if the value is None
Don't null Entity.View when passing into ResourceSettings.Create...
Target destruction checks in DSE and Behaviour
EntityManager.Remove twaek
Fixed non-human units not listening to other unit removal events in Combat component
Fixed a bunch of nulled unit refs in unit predator weight data
this has changed again....
added wolf sounds, moved some stuff
human controller tweaks, should speed up entering combat state
and animal tweak, not sure whats different from the last checkin though
Removed "prepare" method from GPV, call directly into the BB copy method instead for clarity
DM blackboard read/write cleanup and tweaks, special handling for Machine property (ew)
Apparently I made a couple of changes in SoundType and Combat
UnitView audio source fixes
Click dirt fx
Interaction position data for buildings and resources
Human view collider tweaks
Probably fixing DebugTools things
cleaned up animal controller
Blackboard position data holder object ewwwww
Fixed UnitView OnSoundEvent missing
Added TargetTerritoryConsideration, TerritoryConsideration
Added GroupSelector
AI Territorial module data
Animal sleep goal plan uses territory if applicable
Removed blackboard read/write and filtering from behaviour chain elements that do not require a target for DM
Cleaning up Zone+InfluenceMaps a bit, fixed some potential NREs/bad lookups
Updated Selector resharper template
Unit sounds now use an enum.
Fixed a resource loading path in UnitManager that made unit sounds work again