19,298 Commits over 1,614 Days - 0.50cph!
Projectiles now hit stationary targets and rotate correctly.
Added Shelter VE to buildings
Fxied EffectSettingsWrapper bad NestedEditor Attribute
Exposed ToolType and SkillUse in BuildingSettingsEditor
FIxed Buildings having two container components
A bunch of material cleanup and prefab fixes (campfires, bushes and buildings are interactable again)
Combat abilities now affect stamina.
Removed Agents panel from DebugTools window
DebugTools window now shows generic Entity Info panel, not just Unit, plus a bunch of tweaks and cleanup
Removed "Open Visualiser" button from DataEditorTab, cleaned up some title display design
Fixed : AIDebugger shows all entities
Fixed UnitSettings.Create not positioning view prior to init
Fixed projectile entity incorrectly being set to the weapon rather than the ammo in Combat.
Started work on ranged combat and fixed item drop event not actually being triggered.
Added dodging and parrying.
Restructured combat so missing is calculated on the defender's side.
Melee attacks that hit when the opponent is out of range should now miss.
UnitCollection now stores a list of StatModifiers
WIP restrictions for StatMinipulationParameters in StatMinipulatorParametersDrawer via new attribute
UnitCollection stat boosts
Tweaked unit collection radius calc + human radius multiplier
added some comments to UnitCollection code in Senses
Integrated squiggle for graph-based debug visualization of conditions and considerations for a quick turn-around test on how useful this information is to debugging.
Decision log entity listing fix
Stats udate (added stats for Warthog to the spreadsheet)
Added SelectBestFindDesire Selector, tweaked Crafting AI module
Fixed DecisionContext not nullifying GoalPlan on reset
Tweaked animator and combat base distance to make attacking happen more immediately.
More fixing of combat damage calculations and tidying up.
Combat damage calculation is actually correct now.
Removed target death listener from AttackUnit
Handle combat ability fallback internally
Assign Combat.ActiveCombatAbility internally
AttackUnit now calls Combat.TryAttackTarget directly, passing in a callback fired after an attack speed gate.
Added a combat miss event.
BCD reset, SetDestination change
Write CombatAbilityParameters to BCD
SetDestination Combat mode fallback when no combat ability data is available from blackboard
Removed Blackboard.ContainsKey() method.
Added Combat mode to SetDestination Action, replaced with new action in AttackUnit
Assets that didn't get saved because I'm a noob...
GameUI TODO re Ability decisions
Blackboard.Write() is throwing a weird NRE
Added in combat ability selector (not actually used yet).
Combat component now keeps a list of all available abilities which it updates upon picking up or dropping a weapon.
Fixed an infinite loop when trying to display the Game Over screen.
Editor scripts cleanup/renames
Reorderable list menus tweaks
Reorderable list menus don't show type for group children
Ability.PickBestAttackerToFight DSE tweaks, no longer scores using inverse target health, instead runs threat and inverse target health as bonus considerations