17,530 Commits over 1,614 Days - 0.45cph!
Editor tweaks
Fixed Combat NRE
Editor improvements
Fixed Goto
Remvoed duplicate Animation params from UnitSettingsEditor
Continued work on new audio system.
Removed MorphsParametersDrawer
ItemComponent boilerplate, Corpse component
deer has a mesh with the string meat in it to coded in
human female and child attachment item bone rotation fixed
human crafting anim polished
human pickup left and right added human switch item from L to R, R to back and L to back added
Made an editor for unit sounds.
Unit sounds are now part of a unit's Audio component's Parameters.
got the materials sorted, finally!!
Removed old BeforeEditor.Refresh method
Item NRE view when view is null, which we now allow
Loads of editor bullshit to encorporate the new audio bundles
Editor boxes and a couple of animal sounds added to the data.
Destroy of Entity is now on tick (after all entities have ticked, so can happen after multiple frames).
Agent entity removal hack
Corpse tweaks
Blackboard.Contains
Fixed bad component type in UnitSettings.DefaultComponents
Agents need to listen to other entities being removed/destroyed, that we can clean up their blackboards.
EntityComponent.PreDestroy
Removed hack in Agent.Initialize
Assign Item.View in Corpse.Create
Corpse.Create transfers EntityViewPrefabData from source Unit
Improved storage and handling of EntityViewPrefab data
Added a couple of values to unit sound enum
Combat NRE fix
Fixed Senses trigger presisting after unit death
Combat.CurrentTarget nulled on entity removal
Fixed wrong interactions on deer corpse
Replaced Combat stamina drain effect with a direct call to the stat system
Replaced Combat damage application with direct Stat value change calls
Fixed NaN value in Effect.Sleeping.FX def
Fixed UnitCollection.GetAveragePosition NaN
Reverted threat calc in Senses
Removed all IM considerations
res data to go with last checkin