19,298 Commits over 1,614 Days - 0.50cph!
Support for a mutliple interactions "sharing" a single IPS
IPE updates
InteractionPlan.IsAvailable fix
InteractionPositionEditor work, all positional data is now saved on the EntityViewPrefab level in SmartObjectSettings assets
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor
Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress)
Fixed radial menu showing the wrong behaviour name
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor
Missed a trigger on Movement(Walking) effect
Fixed movement effects being applied badly
IsMoving condition on some effects to be safe
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
Added SleepInside/SitInside interactions for buildings, updated goal plans
Unit speed anim param tweak
Mixer tweaks, effects fixes
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Effects tweaks, removed old Sprinting effect
Added big sticks to tree resource items
Reset behaviour on wake up
CollisionDetectionMode.ContinuousDynamic
Box colliders on some item views
Only add the +1f to debug spawn height for items
Goal: Added CollectItems/HarvestDesiredItem
Goal: Sleep/SleepHere now animal only
Goal: Rest/RestHere now animal only
Debug item spawn gets terrain height and is offset by 1
-weighted building a bit less than collecting/crafting, in the hope that they prefer a tool to a shed
Desire.TestItemDesireFulfillment checks for Resources containing the desired Item
Removed some commented code
Fixed Unit views not being correctly parented/zeroed to their entity
Fixing more entity scales
updated all entity view prefab scales
Tweaks to EntityView creation and setup, with better scaling support
Weights, unclamped slider on GSE listings
BIG STICK
Descriptions
Controller updates, changed lots of effects to use parallel actions
-when decision log is focused (ctrl + alt + x does it and turns it on, if not already so), you can switch filters by pressing 1 to 4
EntityView prefab min scale
Disabled "drop undesired item" goal until we can fix it
DM no longer disabled durin sleep
Waterfall material is opaque because fog
Bunch o' data tweaks
Lots of things (I'm too tired to write a changelog)