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17,530 Commits over 1,614 Days - 0.45cph!

8 Years Ago
More dynamic DOF tweaks
8 Years Ago
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
8 Years Ago
Moved DSE empty consideration group warning to editor validate Asset save
8 Years Ago
added a bunch of first pass utility buildings to see if they are useful
8 Years Ago
DSE ignores empty consideration groups
8 Years Ago
AgentParameters.OnValidate ensures modules are held by the correct DM
8 Years Ago
Fixed Agent editor NRE
8 Years Ago
Clouds of war particle systems scale their emission rates with zone size
8 Years Ago
island 01 and 02 save
8 Years Ago
Removed Zone.MapCamera
8 Years Ago
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
8 Years Ago
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
8 Years Ago
moved weapon equipping to item management module on secondary slot
8 Years Ago
Sleep AI tweaks
8 Years Ago
Audio listener no longer follows selected Unit
8 Years Ago
Fixed NRE in AIModuleSettingsEditor
8 Years Ago
Fixed stats importer, now only loads and saves entities with enabled stats component :o
8 Years Ago
Cleanup
8 Years Ago
NRE catch in VisualFXParameters.SetupCache
8 Years Ago
manually updated rabbit walk speed to match data
8 Years Ago
improved bear deer and rabbit sleep anims
8 Years Ago
Removed DecisionMakerTypes enum, tertiary DMs from agents
8 Years Ago
Reverted a trap change that was only meant for testing
8 Years Ago
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)
8 Years Ago
Fixed traps not setting their collider to a trigger
8 Years Ago
Removed some spamming logs
8 Years Ago
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
8 Years Ago
More building placement improvements for building on slopes
8 Years Ago
Only using AnimatePhysics for humans
8 Years Ago
Fixed bad while condition in OverviewMapUI.ZoomToPOI rouitine
8 Years Ago
Fixed intro cameras missing post layer More map transition improvements Fixed bad profiler sample in GPV
8 Years Ago
Fixed map markers not syncing their position to their related Entity when applicable
8 Years Ago
OverviewMap.ZoomToPOI tweaks
8 Years Ago
Ignore follow camera callbacks when not active camera module
8 Years Ago
Map marker creation input safety /cleanup
8 Years Ago
8 Years Ago
Minor session refactoring UnitManager callback hack to switch animator modes on units when the game is paused
8 Years Ago
GameModeDefinition.GetSession renamed to CreateSession for clarity
8 Years Ago
Don't update UnitView if TimeScale is 0
8 Years Ago
People should spam getting out of interaction positions less now
8 Years Ago
biome/weather tweaks
8 Years Ago
Fixed various issues with tooltips on the map screen
8 Years Ago
Fixed selection via map screen not invoking events
8 Years Ago
fixed bad scene path
8 Years Ago
added tree cutting scene to menu
8 Years Ago
Force animator update mode to AnimatePhysics in Animation Improved radial menu close behaviour Added zoom meter UI Stopped UnitView updating when game is paused
8 Years Ago
added if (Animator.GetBool("isCarried")) return; to onAnimatorIK()
8 Years Ago
Improved behaviour of of map marker clicks Cleaned up some player camera methods Added additional anim trigger resets for switching/stowing
8 Years Ago
added some Is Dead == False conditions to abilities targeting other units
8 Years Ago
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