17,530 Commits over 1,614 Days - 0.45cph!
Hand command button has sounds
Effects no longer apply stat manipulations through SimTick, instead only OnMinute
Renamed IEntityComponentSystemHandler to IEntityComponentSystemComponent
StatManipulatorParameters change readability
TOD lat tweak
Editor things
Increased height of PlayerController CapsuleCheck
Attached projectiles are removed from corpses when picked up
Unit ragdoll death force tweaks, combat ability names, fixed bad hit FX prefab refs
Moved usec glyphicons into seperate folder
Icons on DataBrowser tabs
Fixed task complete sound not playing
TutorialSettings.TaskName returns the AssetName, no need for a seperate field
Fixed Relationships NRE (made Socials a default UnitComponent)
Split tutorial up into 5 seperate tutorials
Misc EntityView physics cleanup, and data exposure for rigidbody drag
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
Added Relationship hooks for Social events, though changing no opinions in there just yet.
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
Entity physics toggle optional gravity param
Projectile.Fire takes a callback, component no longer holds OnHit event
Fixed projectiles not being interactable after being thrown/shot, but found some issues with throwing projectiles a second time... weird shit. Commiting because I'm going insane
Relationships component now listen to senses events and change opinions based on that.
PerceivedUnitData now bookkeeps PreviousThreatLevel as well, that we can find the delta.
Renaming Desire types to be more consistent
Added various events to Social, Socials and SocialInvitation
Relationships component now listen to combat events and change opinions based on that.
Removed some unused fields from DesiresParameters
SocialEffectParameters stores an ActId for use with the Event and Target types
Added SocialSettings.GetActParameters via id
Pretty big desire refactor.
Added a 2nd type of Building Desire for player commanded building.
All Building related desires should now be cleared up on building completion.
Merged from Social Effect Parameters branch.
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
Tutorial is now more generic (and also completable).
Reworked a bunch of triggers.
Lazy people won't build things unless you force them.
Fixed NRE in ProvidesRequiredItemSettings
Fixed PickUp Interaction not working on items that are attached to the shoulder
Added ItemType.Corpse Definition
Cleaned up Deer Corpse and other Corpses data
Corpse component dispensable editor funtimes
Minor TakeFromDispenser tweaks
Dicking around with basic hostility check
Added skeleton code for catching when a Social breaks.
Refactoring Dispensers, reduced code duplicated and consolidated TakeFrom actions into a single class
Updated Dispenser component editor to support Effects properly
Cleaned up some Food related AI modules, animals should once again eat from resoruces
Socials now cache the last accepted and declined invitations.
Social Stat Manipulator Value Simulators now access the Socials component of the effect's unit rather than the gpv, and access the new cached information about invitations to get to sender and recipient.
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
Social Invitation Selector wrote Received to Sent in blackboard, and Sent to Received. Fixed.
AcceptInvitation tried to remove the invitation twice when Unit was participant of the invitation (not a bug, just unnecessary to remove twice).
Removed deprecated TODO comment
DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one.
Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
Wrote two stat manipulator value simulators and based two effects on those.
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
Radial menu now shows valid targetted Abilities for all Entities
Inspectable unlocks can trigger Trait discovery
Added Inspectable unlocks EntityComponent and related Conditions
Added EntityType Condition
Entity Inspection boilerplate/wip
Changed a few comment headers ;x
Fixed bad morph, added null check in EffectSettings.GetMorph
Desire Expired effect disabled
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)