repobeforecancel

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

7 Years Ago
Unit.Senses skips LOS check when the target is dead or in close proximity
7 Years Ago
delete old animation layer that was accidentally still playing
7 Years Ago
Tweaked the optimal range method a bit to hopefully avoid units being too close or too far from the target. Reduced the range of some melee abilities.
7 Years Ago
Moved FaceTarget call to SetDestination
7 Years Ago
Unit debug panel shows if the view is facing target or not. Logging for FaceTarget. Various WIP fuckery with target facing.
7 Years Ago
decreased range on bear and wolf attacks
7 Years Ago
SetDestination follow mode constantly updates destination to fix attackers going to a position that the target is no longer at
7 Years Ago
removed empty combat ability from Wolf
7 Years Ago
Added hostility mode to CandidateEntityFilter Candidate filtering should now be able to apply type specific filtering to the relevant entities if filtering by type is disabled Defensive AI filters by hostile status.
7 Years Ago
Made defensive AI target filters evaluate more than one candidate so people might actually defend themselves now
7 Years Ago
basket finding tweaks so cooks don't try and fail to fill already full baskets
7 Years Ago
comment explaining what I did in LoadGameWidget
7 Years Ago
don't wake up from being cold
7 Years Ago
set Initialized to true before refreshing saves in LoadGameWidget
7 Years Ago
Refactored Builder component to hook into the Agent's Desired Target instead of having its own target tracking. Added Condition to check if something is registered to the Desired Target in any way. Woodcutting AI only stockpiles things that aren't registered. Navigation logs gated by navigation logging bool.
7 Years Ago
Fixed EntityManager not actually ticking any entities
7 Years Ago
let's use the correct index in the loops in the entity destruction method
7 Years Ago
deposit all interaction gets disabled upon finishing building construction
7 Years Ago
Distance consideration uses fallback fuckery now
7 Years Ago
Agent persists installed modules (previously we assumed that creation and loading Effects would suffice, but this didn't account for modules installed from other systems, e.g. game events such as Animal Raid) GameEvent is now a Definition Added GameEvent console command (event.trigger)
7 Years Ago
Editor UI color fix
7 Years Ago
Senses resets threat scores for dead units ThreatThresholdCondition tweak
7 Years Ago
refresh entity list on manager add/remove
7 Years Ago
Fix
7 Years Ago
Entity list search / flag filter
7 Years Ago
Loading coroutine, UI progress Updated post processing stack
7 Years Ago
Social editor NRE fix New search in databrowser
7 Years Ago
Changed EntityManager destruction event to be invoked after entity if removed from EntityManager Added destroy button to EntityList
7 Years Ago
merge from 2018
7 Years Ago
jenkinsfile 18.1.b13, misc stuff
7 Years Ago
merge from 2018
7 Years Ago
Fixed Crafting loading NRE Cleanup for destroying entities with children
7 Years Ago
manifest thing
7 Years Ago
2018
7 Years Ago
Added EntityList window DataBrowser uses tree view for asset listing
7 Years Ago
fixed commas in destruction log (important shit)
7 Years Ago
Entity destruction now logs the names of the destroyed entities actual no spawns in nospawns
7 Years Ago
Added button to destroy entities from the EntityInfo debug
7 Years Ago
Should be possible to unlock Leatherworking stuff
7 Years Ago
Fixed Cohesion leave and join chance randomisation
7 Years Ago
Build fix
7 Years Ago
Navigation.IsValidDestination fallbacks + more logging
7 Years Ago
Items that humans spawn with are added to posessions
7 Years Ago
Animation bool callback removeAt shit
7 Years Ago
Navigation logging typos
7 Years Ago
nospawns
7 Years Ago
Fixed animation bool change callbacks not working at all
7 Years Ago
Nuked duplicate item action
7 Years Ago
Item actions and component callback refactoring & robustness. Got rid of ActionSettings.End and .Break methods since they were redundant (call AIAction methods)
7 Years Ago
break if ItemAction gets stuck