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

9 Years Ago
SceneSaveHook fix and BuildSettings updated
9 Years Ago
SceneSaveHook fixes More scene orgnisation Making sure all animals have groups
9 Years Ago
Emotes.ChangeClip bool assignment commented out
9 Years Ago
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
9 Years Ago
Fixed linear and inverse linear functions to work with horizontal/vertical shift and y min/max. Added exponential and inverse exponential functions.
9 Years Ago
data save
9 Years Ago
UnitCollectionEditor tweaks Added Deer collection Dropdown attributes on some unit ecology data fields
9 Years Ago
Unit Feels Threatened perception tidy up
9 Years Ago
IsWithinPerceptionRangeSettings assignment fix
9 Years Ago
Agent comments re player behaviour additive override
9 Years Ago
Herd animals now form collections if they can't find one to join
9 Years Ago
NavMeshAgent radius now set in data. Base Attack Range cannot be smaller than the NavMeshAgent radius.
9 Years Ago
Build settings
9 Years Ago
Renamed smartobject_test to Testbox Reorganised scenes folders a bit Deleted some old test scenes
9 Years Ago
Spawn population/handler tweaks. FishTest spawner
9 Years Ago
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
9 Years Ago
Hopefully fixed units not correctly being removed from the perceived units list
9 Years Ago
Fixed Contains method on grids. aka I'm a complete idiot. Sorry.
9 Years Ago
Removed unnecessary cooldown from Combat
9 Years Ago
Data
9 Years Ago
Effect descriptions only generated on demand Effects data tweaks
9 Years Ago
Apprently argument names fucked the compile
9 Years Ago
Crafting desires should now be fulfilled AND removed when items are succesfully crafted Added new 'Keep' ItemDesireType
9 Years Ago
Missed a bit
9 Years Ago
ItemDesire fulfillment checks test whether items are unlocked
9 Years Ago
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
9 Years Ago
muscleman hair for seb
9 Years Ago
Fixed potential NRE in CraftItemSettings related to Skill usage
9 Years Ago
Deer ragdolls
9 Years Ago
Fixed entity physics toggle failure
9 Years Ago
UnitSpawner "base" building is actually optional
9 Years Ago
Added UnitInteractionState behaviour to all relevant states (item switching)
9 Years Ago
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
9 Years Ago
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
9 Years Ago
NRE catches in UnitView Update/LateUpdate
9 Years Ago
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)
9 Years Ago
AssetDropdown rename / tweaks + comments DataAsset.IComparable
9 Years Ago
Set Human basic attack to use correct skill
9 Years Ago
SkillLevelDefinition IComparable AssetEnumDrawer sorting
9 Years Ago
Progression data tweaks
9 Years Ago
Merged from Socials branch (Breeding).
9 Years Ago
missed from last checking, tortoise idle (hasnt really changed)
9 Years Ago
tortoise rename morphs to nutition
9 Years Ago
Weapons data balancing
9 Years Ago
Fixed more skill usage data
9 Years Ago
Fixed Resource interaction skill usage
9 Years Ago
Asset "enum" drawer has a select button again Improved Dispenser interactions drawer
9 Years Ago
Editor tags
9 Years Ago
Combat Ability Selector logging
9 Years Ago
TickableEntity abstract