17,530 Commits over 1,614 Days - 0.45cph!
Incompatible traits are now taken into account when setting up traits
Bad ! on SkillTypeDefinitionEditor
Added a new type of stat manipulator value type, the "reponse curve". Pick the type of curve, and the value you want to modify the curve's response to where the current value of the stat is positioned in it's range.
Can be used to modify the impact of a stat manipulator's value by what point of the stat's range the current value is at. (eg. eating a berry when you're really hungry feels more filling than when eating it on a full stomack).
Berries should be much harder to get green fullness from, but current stat manipulator options feel slightly limiting.
First building to unlock should probably be the skinned tent rather than mud hut (since you've killed an animal and got pelts to spend).
SelectableIndicatorWidget tweener tweaks
DecisionContext now has a PlayerInstigated flag, to avoid conditions et al creating Desires when we evaluate Interactions through the UI
Human Food AI improvements : people will now light the fire if there is an uncooked, skinned carcass nearby
ID duplicate validation for AIDatabase
Desires unsubscribes from TOD time events on destruction
PlaceController building placement guide tweener reset
Fixed PlayerController not firing mouse over events in the correct scope
Unit.Morale.GetFleeDestination ignores unit perception data if the Unit is flagged as destroyed or not perceived
Senses book keeping is not shit
Exposed Traits data and tweaked it a little
Traits Component now uses the group component
BaseEntity creates components in constructor, not Setup. Related refactoring
Selection indicator tweeners
Added group traits component (not hooked up yet)
RTSCamera LMB drag behaviour is much less shit.
Fixed player controller not nulling selectedEntity
Removed unit movement mode icon from UnitInfoWidget
Cursor widget test (disabled)
Selectable widget seamless thingy state.
Colors, icons, mood gradient.
Fixed island4 Editor Only folder missing the tag
LMB drags camera, MMB rotate mod for satan/sebov
Fixed MoodOverlay not working
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
Radial menu button states that don't suck
Selectable indicator tweaks
Radial menu refactor, they show a lot of bullshit now. WIP
Another UnitView.FaceTarget NRE catch
Cleaning up GameUI in preparation for expanded radial stuff. Selection/hover indicators re-written, selected Unit indicator now colored to match the mood of the unit. We sims now.
Added a consideration for using influence map scores
Upped momentum drain rate on herbivore food goal plans
Corpse is now using DateTime for rotting and decay timers.
WorldManager.Time now pimpls TOD_Sky.Instance.Cycle.DateTime.
Replaced most/all uses of TOD_Sky.Instance.Cycle.DateTime with WorldManager.Time.
BehaviourChain elements can now be conveniently collapsed in the AI Designer
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
Skinning animation loop time import fix again
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around
Removed all multi-select functionality from the PlayerController
Removed deprecated mode from MachineCanProcessItemSettings... :-P
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
Spears should be crafted from Big Stick.
Put Corpse on Fire should be an Interaction executable for the player.
Apparently I modified the bleeding effect