17,530 Commits over 1,614 Days - 0.45cph!
block animal from using attack root motion if allready attacking root motion
Human/Shelter goal plans inherit goal score
Fixed various delayed inits
Fixed menu scene not having correct lighting when quitting to menu while the player camera is viewing an interior space (caves)
let's not be too literal about nospawns
Fixed Session trying select a unit when there's no units in the player.Group
Items in a container (backpack) will now appear in the radial menu
Fixes for estranged groups.
Fixed TribeSpawner OnValidate.
fixed starting from editor scene
merge from session refactor
Fixed no race selected on tribe spawner in nospawns
these were changed whenI looked...
fix for build breaking maybe
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire)
Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
Ported several entity types to refactored data/creation pattern to reduce code duplication
Group no longer abstract, removed derived types (tribe, herd, pack) and merged functionality into the base type as it was minimal
Unit view toggles root sim FX prefab game objet, instead of single renderer
animal combat idle fix(maybe)
instant transition to stop unit walking on water as anim blends in
enabled hip movement on swim
Player controller raycast for movement/ground layer includes water
RandomDestinationSelector cleanup
RandomDestinationSelector can be restricted to specified navmesh area mask
Tweaked swim depth test value
SaveLoad deletes snapshots too