17,530 Commits over 1,614 Days - 0.45cph!
Editor tweaks, desire drain data (unused)
Fixed AssetMenu not grouping things correctly.
ActionSettingsWrapperDrawer uses AssetMenu
Merge from accidental yet aply named branch
Hooked up missing game start trigger
Tweaked noise levels: People should no longer wake up from everyone else snoring
made the staring in to infinity part of tripping animation last longer
Sitting and Sleeping behaviours handle all their animator trigger/bool stuff, removed those Actions from related Effects
boar child and clicked ragdoll button on deer as I forgot for last checkin
Waking up from sleep tweaks
Food Need, Human-Food module tweaks
Minor senses formatting
Fixed AI modules being installed multiple times
missed files from last checkin
elder female view model properly setup (to use the regular adult) so no longer uses the child
revert because my merge broke it
deer yooth material update - deer yooth material update
this merge.....
Moved crafting requirements check out of ItemDesire and into Unit.Knowledge
Various Desires TODO/comments
Unit age/gender scale data moved to Aging component parameters
Added Evaluate(BaseEntity entity) to Unity Type Condition Settings.
split child in to male and female
udpated sabertooth with HIT boxes and noticed loads of bones that shouldnt be there so fixed that too
Fixed babies not being correctly spawned and held by the mother after birth
Reproduction data tweaks for most animals
Perception refactoring and senses trigger
Reproduction data tweaks for testing, minor ticking cleanup
People who eat mushrooms in they find in the woods no longer wander around looking at their hands long after the effects have worn off.
Effect descriptions keywords support
Music now fades out rather than crossfades, and other music tweaks
Added TribeActivityTrigger, TribeMemberActivityTrigger. Replacing ActivityTrigger
Desire related mood Effects no longer expoed to player
Cleaned up some Triggers.
Added crossfade to MusicManager.
EntityManager.Tick tweaks
Don't tick components on destroyed entities
ECS tick only removes old components once a complete tick has been completed
Fixed Triggers grouping in DataBrowser
ActivityNotificationsWidget no longer uses a Queue, always shows newest notfiication on top
freezing hot and cold emotes
cough anim with triggerCough
ActivityManager holds an ActivityTypeDefinitions asset, acting as a database for enum data mapping (activity string templates, namely)
Some Reproduction cleanup, added Activity generation for pregnancy
Fixed UnitSettings.Create not adding the Unit to the created group when none is supplied
Keywords stuff
updated buildings to be the same scale (~1 instead of 0.01) and all use the same animation controller system
tortoise model and animation improvements
Remove Social restrictons from SocialRoleDefintion
BaseEntity physics toggle optionally ignores triggers
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SpawnPopulationSettings supports Units properly
Removed old Unit spawns data
Fixed Tortoises being spawned improperly, added some hand placed spawns to island01
Fixed some shitty editor layout with asset dropdowns and stat type selections