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

8 Years Ago
Starting cave prefabbed, synced to both testbox and island1
8 Years Ago
Consideration wrapper validation ensures we don't have bad contribution values
8 Years Ago
Animals should fight back now
8 Years Ago
wolf corpse setup
8 Years Ago
Grab rotation, tilt and zoom from camera position transform when exiting cave
8 Years Ago
Camera transition fuckeries
8 Years Ago
Show wearable item views when we drop them
8 Years Ago
SmartObjectParameters removes any null interaction wrappers
8 Years Ago
Wearables can be taken off, bunch of data
8 Years Ago
Don't bother evaluating triggers that have no listeners Deleted a blank stat trigger causing some log spam
8 Years Ago
camera line of sight check uses head height
8 Years Ago
let's not use delta time for the camera controls
8 Years Ago
added a normal check to the camera raycasting fuckery
8 Years Ago
camera hackz
8 Years Ago
added a debug line for the camera
8 Years Ago
Fixed building placement guide mesh not changing color to indicate validity
8 Years Ago
Items data
8 Years Ago
Started work on cleanup of how stat manipulations are handled so we can use them outside of Effect more easily Fixed wearables showing up in the item bar UI Made all clothing items carryable
8 Years Ago
Added Encumberance consideration and conditions to some Building AI goals/plans
8 Years Ago
Added Encumbered flag, effect
8 Years Ago
Fixed held and carried item effects not being properly applied Removed WeaponParameters.Effect (use held effects instead) Items component tracks total weight of all items Wearables are added/removed from the Items component Added Encumbrance stat simulator
8 Years Ago
Fixed clay spawns
8 Years Ago
Fixed missing Container item type icon Commands widget does not disable craft choice buttons based on unit's knowledge of required items (shite) Finished the game
8 Years Ago
Added encumbrance stat, updated Stats+Properties with encumbrance and fear
8 Years Ago
Item pick up and dispenser actions refactored to support held containers Fixed NRE in Combat when Unit is unarmed Added auto NavMeshObstacle generation to Resource view importer Indicators back to Update cause it fucked em
8 Years Ago
wolf SFX
8 Years Ago
fixed grass breaking game start
8 Years Ago
updated grass
8 Years Ago
goat audio bundle
8 Years Ago
changed?
8 Years Ago
renamed mud to clay and added to the game
8 Years Ago
cave music
8 Years Ago
Weapon & Tool usage take SkillUseParameters instead of Skill, do lookup internally WeaponParamaters hold base DurabilityCost as per Tool CombatEventData holds reference to the Weapon being used Added Weapon usage in Combat.OnAttackHit
8 Years Ago
InteractableIndicator uses late update
8 Years Ago
moved the camera target back down to a sensible height
8 Years Ago
Fixed the follow camera a bit
8 Years Ago
Wearable weather decay check optimsation (check wearer's active interior first)
8 Years Ago
Wearables cleanup
8 Years Ago
Fixed UnitEffectIcon.CompareTo NRE
8 Years Ago
Fixed bad return in FollowCamera.HandleInput
8 Years Ago
Wearables only decay from the effects of weather when they're outside Wearables take half of all raw combat damage EffectList sorts by severity FollowCamera null checking
8 Years Ago
Misc UI crap
8 Years Ago
building nmo setup
8 Years Ago
Goal holds Energy and Stamina considerations, while goal plans disabled considerations and just rely on bonuses for scoring.
8 Years Ago
Added energy and stamina considerations to validate the goal and goal plans for fever sickness.
8 Years Ago
Sleep Off Sickness called Sleep Off Fever now (goal).
8 Years Ago
Illness effects now actually apply the Sick flag while effect is active.
8 Years Ago
Add Disabled flag action should be executed on break.
8 Years Ago
Add/Remove Disabled unit flag actions Fever Sleep interactions now add and remove Disabled flag.
8 Years Ago
More work on sickness.