17,530 Commits over 1,614 Days - 0.45cph!
added sounds to bow and changed unitview to make them play in game
added pickup event to pickup left anim
added sound test human controller
Items and Attachments work
OnSoundEvent enum parse
Expose game options in inspector
LoadGameFromSubscene no longer fucks you if you have a zone scene and main loaded in the editor \o/
Added custom editor for OptionsManager
changed triggerPickupRight to triggerPickUpRight, damn U
Fixed Units not being able to pick up some items
Sfx added to anim, atmos music chopping
Added support for audio bundle assets than can be passed via animations.
added axe sounds to audiobundle
UnitView OnPlaySound tweak
Unit audio sources now use a pooling system.
Removed no longer needed audio sources
Fixed individual unit pitch not being passed to the audio source
Added a prefix to all Effect names
Removed Alive Effect, now handled by Awake and Sleeping
Effects tweaks, editor improvements
smartojbect_test repro setup
BehaviourChain.Add ignores Behaviours with empty ActionChains
BehaviourChain.IsValid is set explicitly at the end of DM
all these are yet to be setup in code;
triggerConfused for humans to play when they dont know what to do
isDancing for humans to enable when they should dance
isCarried for animals to enable when they are dead and being carried on shoulder (animations only setup for bear and deer)
BehaviourChain.Break invokes OnChainBreak...
Used "i" iterator over list when "j" should be used, would sometimes lead to out of bounds error unless "i" magically happened to be within the scope of "j".
Added a wee bit more robustness to the OnBreak function (testing for null, rather than trusting our gpv is not a reset gpv (eg. when GP is null)).
Attempted to accurately port the fleeing calculation from the spreadsheet.
isCarryingLTorch and isCarryingRTorch bools setup with left and right hand animation mask layers
improved boar/warthog run/walk animstions a bit
Added Fleeing flag and tweak fleeing related behaviour a bit.
accidently left bool flag on
Added hacky as fuck filtering for AssetEnumAttribute/Drawer
Bears no longer turn into logs when they die.
Stat change % support.
Stats and Effects tick at the same rate as all other systems, instead we scale values based on tick rate.
All Stat minipulation values are now PER GAME MINUTE.
Stat.ChangeCurrentValue cast fix
Combat component should now correctly listen for target death and fire animation cancel event accordingly.
Reserve subscriptions for smart object interactions, that decision making and actions can go hand in hand a little better.
Fixed DataEditor not creating assets with correct paths
Prepping for attachment point blocking
Bow is no longer wearable