17,530 Commits over 1,614 Days - 0.45cph!
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Fixed bad path in SceneLoader
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
Effects now support keyword replacement in their descriptions
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
More tweaks to approaching in combat
Fixed approaching targets in combat
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Stat fields + defaults in IsWithinPerceptionRangeSettings
tribal drumming loops added
chagned hand positions in happy anim
Water splash fx material uses lit alpha blend shader
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
Hopefully fixed NRE when attempting to join a no longer existing collection
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
crying anims to the crying emote
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
Only Units run stat simulators (for now)
Reverted GroupStats MaxValue change, added averaged Cap value
added drum item, animations and is drumming bool
Fixed a plethora of broken shit in Stats, reimported stats data
Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
StatModifier.MinipulationType not pulling value from data params when present.
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
Removed duplicate global trigger eval flag
Skill level def values, editor sorting
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
DataEditor now remembers which tab you had open between session/compiles etc
improved sabetrtooth locomotion animations
Potential fix for atmospheric music cutting into event music
Some fixes to Unit Collections.
Added AI module for joining the largest collection
Fixed the DataEditor slow startup
Added UnitCollection Blackboard key
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Added Scenes menu, to load common scenes in fewer clicks
Fixed stupid things in DebugToolTab
Skill levels now use Definitions
Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
fix for run using the wrong speed and added some new sabertooth movement anims