17,530 Commits over 1,614 Days - 0.45cph!
quick test ragdoll to deer that kind of works
meat texture which fades in with AlphaCutoff and can be linked to unit health
floating geo is 10x closer than before on male
Moved Select/Deselect to Human
Grass and Decor spawns can be toggled in data more easily
Fixed Building Construction Sill and ToolType requirements not being setup correctly
Cleaning up some blackboard issues in DM
Added Confidence mutliplier to DecisionLog (BEF-226)
added arrow hitting flesh ph sound
WakeUp no longer breaks current goal...
BehaviourGroupSettings stores AI Modules, not GoalParams... commented out a bunch of code in BreedingGroup and ChildPlayGroup.
Confidence multiplier in DecisionPlan
VisualFX destruction fix
Sleep FX fix
Fixed a bunch of issues with tribe create
Added name overrides for most clothing
Made island01 the default game scene when running main/steam build
Rebaked island01 to match bake settings in other scenes
Apparently I made some changes to the human asset.
Disabled confidence multiplier in DM
Added bow sound to combat (needs work)
TribeStartArea now spawns 3 adults of each gender, with clothing (parity with tribe creation when playing in editor direct from a scene)
Added Entity+Debug partial
Fixed individual GoalPlanVariant BehaviourChain elment Decisions not copying Blackboard data back onto the BehaviourChain's Blackboard
Spawners get ground height
Fixed Tribe+Knowledge spamming discovery
Added support for ability hit sounds (currently buried beneath unit hit sounds) and added untested % of health damage check for unit hit sound type played.
Temporarily disabled fleeing because it is annoying.
small anim tweaks and delselect anim
fixing walk loop glitch for humans
improved shrug(dont know why this didnt go in previously really)
UnitView.OnSoundEvent AudioClip overload (does nothing)
Removed audio playing from code when attacking.
added axe sounds + folder reorganisation
Some ReorderableListDrawer tweaks