17,530 Commits over 1,614 Days - 0.45cph!
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
added being roasted anim to bear (which is the base animal controler) and deer
added isBeingRoasted bool to generic animal controller
Added an example tutorial type task that triggers another task upon completion.
Added GoalPlanVariant.IsPlayerCreated
Added back Item Find Desire creation when adding a Item Craft Desire
animated tanning rack with the generic bool isActivated to trigger if it has an animal skin or not
on full import of project noticed these files were missing from plastic (although unused) and there were duplicate models that should be removed to avoid confusion
press T to move scene camera to game camera
Fixed grass splat tints not updating when seasons change
Deleted BuildingSkin, and an unused enum
Fixed terrain asset constantly being modified even when nothing changed
smartobject_test saved without splat paint mode on gg
island 0001 saved without splat paint mode
removed spit from small fire and added to a new big one with the object/transform to attach animals to called AP_MACHINE_PRIMARY
Renamed Attachments to UnitAttachments
BuildingAttachments, CookCorpse boilerplate
added meat mesh to rabbit
added roasting and carrying animations to rabit
updated den_03 (rabbit warren) to allow navigation over the top of it so rabbits spawned on top can get off and rebaked island-0001 navmesh
Adding animation parameter options to ItemSettings attachment stuff
Moved some bits around
Building attachments setup in view prefab create / update
Initial version of MusicManager rework.
Dispenser.AddDispensable : support for other systems adding items to a dispenser
Machines now only process Items, refactored CanProcess, AddInput, ValueOfInput methods
Added MachineProcessSettingsWrapper: allows for per Entity machine FX prefab
Machines use VisualFX
Added CorpseStates.Cooked, CorpseParameters.MinutesToCook
CookCorpse MachineProcess implementation, uses BuildingAttachments system for corpse placement...
Unit.Items Unset animator hold bools on RemoveItem
CameraModule.GetAverageGroundHeight reverted (was highest...)
Container/Items cleanup, machine process deposit options
Fixed fire treating all items as valid fuel
CookCorpse no longer requires a skinned corpse
Removed "IsClearWeatherType" bool etc
MusicManager now logs asset name rather than flag enum tags that were showing -1
Clear weather now has correct music tag
WeatherSettings data refactor to use less classes
should be a big improvement with how players look while holding a bow and being in combat
Added support for different attachments roles/modes
updated anims to rotate arrow once bow is in combat mode
CombatAbilitySelectorSettings NRE catch and TODO
Corpse attachment carry bool and cooking bool
Fixed portrait widget showing when the player selects any entity in the editor
Fixed projectiles not finding UnitView in parent of whateverthefucktheyhit.
Destroy projectiles when interrupting a ranged attack
Projectile trail disabled on setup
Unit physics and ragdoll fixes
Improved PlayerController interaction
Added event music for combat.
Corpse rotting, fixed cooking time/state management. Material color changes for rotting and cooking
Corpse dispenser availablity tied to state
Fixed corpse carrying and campfire attachment
Fixed PlayerTasksWidget reference widget showing after init (hack)
Player's available buildings restricted by InStartingPool flag
Fire FX variatnt for campfire with spit
Killed activity console logging
10 game seconds per sim tick