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

7 Years Ago
Increased Unit.Navigation's min sample radius
7 Years Ago
Removed UnitStationaryState behaviour from human animator/interactions sub-state machine root node
7 Years Ago
fixed NRE in IsRequiredToCraftBlackboardItem
7 Years Ago
Dropping corpses now correctly sets animation to isBeingRoasted
7 Years Ago
actually fixed animation logging
7 Years Ago
Fixed error
7 Years Ago
Fixed Emotes.ChangeClip fucking with Animation's stationary state property (cache, reset after rebinding and forcing animator update) Animation state backup no longer allocations, Unit/Animations stores a backup instance that we re-use FuelToEffect defines a min fuel required to start
7 Years Ago
Animation logs now use Debug bool instead of IsSelected
7 Years Ago
new beach sfx
7 Years Ago
Target Filtering should add the desired target to the list of candidates first
7 Years Ago
Deposit All to stockpile on radial instead of individual items
7 Years Ago
Fixed nav sample not being called
7 Years Ago
Added DesiredTarget property to Agent. Stockpiling AI now gathers all items for stockpile before depositing.
7 Years Ago
Navigation.IsValidDestination sample radius clamps, uses sensible min value (either 1f or agent radius * 2, whichever is bigger)
7 Years Ago
Save
7 Years Ago
Moved fire making behaviours into new Human-FireMaking module that is on the work DM IsBusy condition no longer tests for the warmth module (checks for FireMaking instead)
7 Years Ago
Primary slot Emote behaviour now gated by resting and sheltered flags (must be false, to prevent people randomly standing up to emote when doing something else) Added secondary slot additive idle & social module for Humans (for emotes, and conversations etc once they support secondary slot) Prevent popupEditor create button press when asset name is null
7 Years Ago
Unit info widget inspect button, layout improvements
7 Years Ago
GUI save
7 Years Ago
Deposit All interaction for Buildings
7 Years Ago
Added Vital bars to UnitInfoWidget
7 Years Ago
Interactions can now apply an Effect to the Unit while they are subscribed Ported default interaction selection code to InteractionSelector attrib/drawer AssetMenuDrawer has toggle button to expose a normal object field All shelter type buildings have shelter effect on sleep and sit interactions
7 Years Ago
add all fuel is now positional
7 Years Ago
Require free hands to light fire
7 Years Ago
Implemented deposit all to fire
7 Years Ago
Work on deposit all actions (not finished yet, so probably don't use them)
7 Years Ago
fixed NRE when removing Effects with exit actions
7 Years Ago
more fixes and attempting to avoid Effects NRE.
7 Years Ago
Item gathering for crafting should now account for items held in crafting station and in unit items. Fixed some editor only stuff not being tagged as such.
7 Years Ago
more SetDestination early exit fuckery
7 Years Ago
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
7 Years Ago
ActionChain.Tick no longer calls Complete or Break in the same frame as the initial Run impl Nav cleanup
7 Years Ago
Fixed TimeManager reset not resetting current game speed
7 Years Ago
Simplified Crafting component loading because PostLoad doesn't actually do what I thought
7 Years Ago
CraftItem persistence
7 Years Ago
Block TimeManager.Pause during skip to morning
7 Years Ago
Navigation cleanup
7 Years Ago
More CraftItem stuff
7 Years Ago
Fixed AnimatorParameterHolderEx.Set returning when the components parent Unit's view was culled
7 Years Ago
Reduced action chain log spam
7 Years Ago
untested craft item persistence stuff
7 Years Ago
Navigation state cleanup
7 Years Ago
crafting order tidy up
7 Years Ago
Fixed Unit.Navgation+Callbacks.OnPrimaryBehaviourEnded not listening to AgentBehaviourSlot.OnCompleted (was only listening to OnBreak)
7 Years Ago
Navigation.States.Pending now two states, NavigationPending, MovementPending
7 Years Ago
Navigation behaviour callback improvements
7 Years Ago
Got rid of force state argument
7 Years Ago
Fixed Navigation not calling SetState for all assignment
7 Years Ago
Navigation FSM enter/exit
7 Years Ago
Fixed Navigation.TickStateMachine not ticking state when new forced state was passed in