19,298 Commits over 1,614 Days - 0.50cph!
5.3.2p4
Skill value getter
Made Vitals editable in debug unit view
added a pause where the player looks to the end of the go to walk followed by a shrug
added exhausted anim to exhausted state,
thinking about it while doing this checkin it probably both need Trigger Stop too
Deactivated global fog in ocean and river
Water2 parity with Rust
Morph data renames, editor exposure
Implemented Unit morph system with custom morph editor, supports saving/loading morph presets via MorphSettings assets
Added MorphSettings to Effect and Species data
Improving unit reproduction code
Removed some useless actions
Added some more aging data
Added Effect params to PersonalitySettins
CreateItem and RemoveItem actions,
Added back in a basic ActionChainData object, since we use ActionChains in Effect and not just Behaviours
"Special" ItemType
Data changes
Fixed Morale consideration sampling the wrong stat
Fixed consumable effects not using duration mode
Some UI tweaks
Fire light and smoke material tweaks
Numerous TOD/Biome/Post tweaks
Item/Container handling tweaks
Fixed a few d3d9 shader compiler errors
Fixed water fog disappearing when moving camera parallel to floor
Updated shadervariants and graphics settings
Agent Profiler sample grouping moved up to the base Tick call
Removed stats.csv from the project
Added Boar Agent+ StatCollection data
Updated all stats from google sheet
Remade some wolf prefabs that had been corruped or something
CSV stat import allows you import from files outside of the project
-open file dialog for CSV importing.
-DecisionLog doesn't duplicate entries after pausing and resuming game.
-sparrows don't spawn empty 'Birds' gameobjects
-flocks spawn their Birds containers under Zone->_DecorContainer
-birds disappear much later, let me know if they are hitting performance bad anywhere
Some 8 splat support stuff, doesnt work yet pls halp @andre
set angular speed values higher on units to avoid them running sideways
added boars to biome (seem to have missed this from earlier checkin)
changed angular speed so it rotates faster
first pass boar(v rough)
human idle blend pram set to idleBlend instead of speed
Fixed issue with Effects created from EffectSettings assets not passing their settings asset ref into Effect correctly, breaking trigger functionality
Temperature is now a Vital again, while Body Heat Generation Modifier is still an Attribute.
removed can transition to self from a bunch of anims
Animator speed/scale test
Minor effect duration refactor, fix for ActionChain drawers not rendering correctly in EffectParametersDrawer
-morale consideration fixed = cavepeople won't flee all the time
-decisionlog stays on agent if pausing and unpausing
-no valid goalplanvariant found logging added to decisionlog(also pops up in best decisions, currently)
Tiny Unit.SetAge scaling tweaks
female and young wolf variations
young and female deer variations
improved sit anims
improved wolf run anims
change units speeds to not hover in awkward positions blendwise (eg walk being 2.5 and blending between a walk and run that dosent have the same gate pattern, can change anims if it is vital the old speed is set for gameplay reasons)
added 1 meter per second walk anim to generic controller
Added a response curve into the mix, so that the further away from default body temperature we go, the more the body will strive to keep body temperature.
Added stat linker for current speed to body heat generation modifier ratio back in for Humans (got erased when I reset stat collections in last commit).
Some items provide stat modifier to Body Heat Generation Modifier now when worn.