branchbefore/maincancel

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

9 Years Ago
Hand command button has sounds
9 Years Ago
Effects no longer apply stat manipulations through SimTick, instead only OnMinute Renamed IEntityComponentSystemHandler to IEntityComponentSystemComponent
9 Years Ago
StatManipulatorParameters change readability
9 Years Ago
TOD lat tweak Editor things
9 Years Ago
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
9 Years Ago
Colors, terrible colors
9 Years Ago
Moved usec glyphicons into seperate folder Icons on DataBrowser tabs
9 Years Ago
Fixed task complete sound not playing
9 Years Ago
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
9 Years Ago
Misc EntityView physics cleanup, and data exposure for rigidbody drag
9 Years Ago
Added change to opinions of the other person on social invitation accept/decline. Accept causes friendship/love, the other causes Foe/Hatred.
9 Years Ago
Added Relationship hooks for Social events, though changing no opinions in there just yet.
9 Years Ago
Removed hit chance from DPS calculation for now, this fixes ranged attacks not being selected.
9 Years Ago
Entity physics toggle optional gravity param Projectile.Fire takes a callback, component no longer holds OnHit event
9 Years Ago
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
9 Years Ago
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.
9 Years Ago
Renaming Desire types to be more consistent Added various events to Social, Socials and SocialInvitation
9 Years Ago
Relationships component now listen to combat events and change opinions based on that.
9 Years Ago
Removed some unused fields from DesiresParameters
9 Years Ago
SocialEffectParameters stores an ActId for use with the Event and Target types Added SocialSettings.GetActParameters via id
9 Years Ago
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.
9 Years Ago
Merged from Social Effect Parameters branch.
9 Years Ago
Temporarily stopped lazy trait from blocking building, as it is literally unplayable.
9 Years Ago
Tutorial is now more generic (and also completable). Reworked a bunch of triggers.
9 Years Ago
Lazy people won't build things unless you force them.
9 Years Ago
fiddles
9 Years Ago
levels
9 Years Ago
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
9 Years Ago
new negative atmos piece
9 Years Ago
Skinning requires Blade
9 Years Ago
Minor TakeFromDispenser tweaks
9 Years Ago
Dicking around with basic hostility check
9 Years Ago
Fixed combat
9 Years Ago
Added skeleton code for catching when a Social breaks.
9 Years Ago
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
9 Years Ago
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.
9 Years Ago
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
9 Years Ago
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
9 Years Ago
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).
9 Years Ago
Removed deprecated TODO comment DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
9 Years Ago
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.
9 Years Ago
Wrote two stat manipulator value simulators and based two effects on those.
9 Years Ago
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
9 Years Ago
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
9 Years Ago
Entity Inspection boilerplate/wip Changed a few comment headers ;x
9 Years Ago
Misc effects fuckery
9 Years Ago
Fixed bad morph, added null check in EffectSettings.GetMorph
9 Years Ago
hut built sfx changed
9 Years Ago
Desire Expired effect disabled
9 Years Ago
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)