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19,298 Commits over 1,614 Days - 0.50cph!

7 Years Ago
Cook Animal On Spit checks if corpse is skinned. More command generation blackboard stuff.
7 Years Ago
Command generation for depositing to machine now writes to the Unit BlackboardKey
7 Years Ago
Interactions can now define a tool requirement which can be overridden in the wrapper. Skinning requires blade or axe.
7 Years Ago
Various role assignment UI improvements
7 Years Ago
Added Definition.GameValid array Unit info widget has a role assignment row built in Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
7 Years Ago
caged idle, downed ill, stir pot anims, not hooked up
7 Years Ago
editor tweak
7 Years Ago
progression designer label fix
7 Years Ago
Misc
7 Years Ago
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
7 Years Ago
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
7 Years Ago
OOE fix with agent force ticks
7 Years Ago
Force tick on a bunch combat goal plans
7 Years Ago
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
7 Years Ago
Compile fix
7 Years Ago
Refactored player command cooldown
7 Years Ago
Targeting module now checks if we have a player commanded target
7 Years Ago
Settlement level requirements now work properly
7 Years Ago
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
7 Years Ago
Fixed DestroySelf action not working
7 Years Ago
Generic prompt UI is singleton, no longer held by UIManager Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path Fixed PlayerGroupActivity not working
7 Years Ago
Added Settlement passive happiness gain (must have no active needs)
7 Years Ago
removed hit from the base layer (even though it wasnt being used)
7 Years Ago
Fixed AI debugger not cleaning up properly when closed AudioManager history no longer uses DateTime, clears on session reset
7 Years Ago
thunder sfx
7 Years Ago
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
7 Years Ago
re-enabled testbox wolves
7 Years Ago
Fixed SuppliesCondition not working in Need fulfilment evaluation Settlement levels can have conditions Effects editor has refresh & create buttons Settlement leavers create their own group, Unit.Group is no longer null
7 Years Ago
Effects.CanApply returns false is the effect is not flagged as game valid
7 Years Ago
EntityConsumeValue now has a bool to check if the target is consumable by humans. All animal food AI now uses the basic ConsumeValue consideration.
7 Years Ago
Fixed various NREs related to people having a null group
7 Years Ago
Fixed ItemAction getting stuck when in bypass animation mode
7 Years Ago
Don't apply Effects to dead Units
7 Years Ago
Dont play unit audio in super sleep speed
7 Years Ago
Enum gen
7 Years Ago
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
7 Years Ago
Fixed Effect editor not displaying stat manipulations foldout
7 Years Ago
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API Removed Happiness stat
7 Years Ago
Data save (NRE fix)
7 Years Ago
Tutorial screens can use triggers, will only display once Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
7 Years Ago
another editor fix
7 Years Ago
Databrowser error fix
7 Years Ago
NRE fix in AIBehaviour.ClearSmartObjectSubscriptions
7 Years Ago
downed anim transitions
7 Years Ago
Remvoed bad return in ItemActikon.OnItemActionCallback
7 Years Ago
Animation bool callback clear method cleanup
7 Years Ago
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
7 Years Ago
NRE fixes
7 Years Ago
Cleaned up behaviour smartObject subscription management
7 Years Ago
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)