17,530 Commits over 1,614 Days - 0.45cph!
SceneSaveHook fix and BuildSettings updated
SceneSaveHook fixes
More scene orgnisation
Making sure all animals have groups
Emotes.ChangeClip bool assignment commented out
Fixed Unit.Items.TryStowHeldItem returning false when it shouldn't
"Select Weapon to Stow" checks whether the item is held
Removed arm and head attachment points, added secondary back slot
Human prefab updates
Fixed linear and inverse linear functions to work with horizontal/vertical shift and y min/max.
Added exponential and inverse exponential functions.
UnitCollectionEditor tweaks
Added Deer collection
Dropdown attributes on some unit ecology data fields
Unit Feels Threatened perception tidy up
IsWithinPerceptionRangeSettings assignment fix
Agent comments re player behaviour additive override
Herd animals now form collections if they can't find one to join
NavMeshAgent radius now set in data.
Base Attack Range cannot be smaller than the NavMeshAgent radius.
Renamed smartobject_test to Testbox
Reorganised scenes folders a bit
Deleted some old test scenes
Spawn population/handler tweaks. FishTest spawner
FIlter sets data doesnt use a base type, added dropdown field attributes for data types
Commented out combat ability selector debug
Added a timestamp to GPV change debug log
Hopefully fixed units not correctly being removed from the perceived units list
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
Removed unnecessary cooldown from Combat
Effect descriptions only generated on demand
Effects data tweaks
Apprently argument names fucked the compile
Crafting desires should now be fulfilled AND removed when items are succesfully crafted
Added new 'Keep' ItemDesireType
ItemDesire fulfillment checks test whether items are unlocked
Rebaked smartobject_test navmesh to include some padding around the walls
Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs
Fixed potential NRE in CraftItemSettings related to Skill usage
Fixed entity physics toggle failure
UnitSpawner "base" building is actually optional
Added UnitInteractionState behaviour to all relevant states (item switching)
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
NRE catches in UnitView Update/LateUpdate
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
AssetDropdown rename / tweaks + comments
DataAsset.IComparable
Set Human basic attack to use correct skill
SkillLevelDefinition IComparable
AssetEnumDrawer sorting
Merged from Socials branch (Breeding).
missed from last checking, tortoise idle (hasnt really changed)
tortoise rename
morphs to nutition
Fixed more skill usage data
Fixed Resource interaction skill usage
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Combat Ability Selector logging