17,530 Commits over 1,614 Days - 0.45cph!
Animation callbacks for carried flag to switch animator update mode
Item equip replace in slot tweaks (moved code to Items component methods)
Dynamic DOF fixes
Moved DSE empty consideration group warning to editor validate
Asset save
added a bunch of first pass utility buildings to see if they are useful
DSE ignores empty consideration groups
AgentParameters.OnValidate ensures modules are held by the correct DM
Clouds of war particle systems scale their emission rates with zone size
Removed DecisionMakerClasses enum, GroupDecisionMaker. Merged UnitDecisionMaker into base DM
Agent is now a UnitComponent
Removed GPV slot override
DM is aware of the GPV slot it is running for
Clouds of war is spawned by zone on init, no longer needs to be present in scene
pushed root transform on animals to render layer as were are allready doing some raycasting to get rotation to terrain
reexported rabbit walk with proper fps
moved weapon equipping to item management module on secondary slot
Audio listener no longer follows selected Unit
Fixed NRE in AIModuleSettingsEditor
Fixed stats importer, now only loads and saves entities with enabled stats component :o
NRE catch in VisualFXParameters.SetupCache
manually updated rabbit walk speed to match data
improved bear deer and rabbit sleep anims
Removed DecisionMakerTypes enum, tertiary DMs from agents
Reverted a trap change that was only meant for testing
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
Fixed traps not setting their collider to a trigger
Removed some spamming logs
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
More building placement improvements for building on slopes
Only using AnimatePhysics for humans
Fixed bad while condition in OverviewMapUI.ZoomToPOI rouitine
Fixed intro cameras missing post layer
More map transition improvements
Fixed bad profiler sample in GPV
Fixed map markers not syncing their position to their related Entity when applicable
OverviewMap.ZoomToPOI tweaks
Ignore follow camera callbacks when not active camera module
Map marker creation input safety /cleanup
Minor session refactoring
UnitManager callback hack to switch animator modes on units when the game is paused
GameModeDefinition.GetSession renamed to CreateSession for clarity
Don't update UnitView if TimeScale is 0
People should spam getting out of interaction positions less now
Fixed various issues with tooltips on the map screen
Fixed selection via map screen not invoking events
added tree cutting scene to menu
Force animator update mode to AnimatePhysics in Animation
Improved radial menu close behaviour
Added zoom meter UI
Stopped UnitView updating when game is paused
added if (Animator.GetBool("isCarried")) return; to onAnimatorIK()
Improved behaviour of of map marker clicks
Cleaned up some player camera methods
Added additional anim trigger resets for switching/stowing
added some Is Dead == False conditions to abilities targeting other units
Fixed return key not working as UI submit
Reset animator triggers before firing pick up anims
Removed screenshake test bound to H
UI safety stuff