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

9 Years Ago
Added Unskilled SkillLevel Removed SkillRequirement Fixed ResoruceTypeDefinition fuckup
9 Years Ago
MusicManager fix
9 Years Ago
Fixed bad path in SceneLoader
9 Years Ago
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
9 Years Ago
Data save
9 Years Ago
Effects now support keyword replacement in their descriptions
9 Years Ago
BaseEntity physics cleanup Fixed bad casting in Stat+Properties
9 Years Ago
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
9 Years Ago
More tweaks to approaching in combat
9 Years Ago
Fixed approaching targets in combat
9 Years Ago
Removed Stat.CappedMaxValue, MaxValue handles caps itself
9 Years Ago
Stat fields + defaults in IsWithinPerceptionRangeSettings
9 Years Ago
tribal drumming loops added
9 Years Ago
chagned hand positions in happy anim
9 Years Ago
happy tripping laughing
9 Years Ago
Water splash fx material uses lit alpha blend shader
9 Years Ago
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
9 Years Ago
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload GoalPlanVariant.SimTick returns if IsActive == false
9 Years Ago
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
9 Years Ago
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
9 Years Ago
Hopefully fixed NRE when attempting to join a no longer existing collection
9 Years Ago
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
9 Years Ago
crying anims to the crying emote
9 Years Ago
Tweaks
9 Years Ago
More
9 Years Ago
Cleaning up stats
9 Years Ago
Needs and Vitals share a common base type, RangedStat Fixed stats being simulated when they shouldn't have been (bad editor)
9 Years Ago
Only Units run stat simulators (for now)
9 Years Ago
Reverted GroupStats MaxValue change, added averaged Cap value
9 Years Ago
added drum item, animations and is drumming bool
9 Years Ago
Fixed a plethora of broken shit in Stats, reimported stats data Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
9 Years Ago
StatModifier.MinipulationType not pulling value from data params when present.
9 Years Ago
Remvoed IActivity
9 Years Ago
Fixed errors
9 Years Ago
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
9 Years Ago
Removed duplicate global trigger eval flag
9 Years Ago
Skill level def values, editor sorting
9 Years Ago
Resharper-ed a bunch of un-used directives Fixed a bad return in Filters.DispenserFilter Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
9 Years Ago
DataEditor now remembers which tab you had open between session/compiles etc
9 Years Ago
improved sabetrtooth locomotion animations
9 Years Ago
Potential fix for atmospheric music cutting into event music
9 Years Ago
Some fixes to Unit Collections. Added AI module for joining the largest collection
9 Years Ago
Fixed the DataEditor slow startup
9 Years Ago
Added UnitCollection Blackboard key
9 Years Ago
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
9 Years Ago
Added Scenes menu, to load common scenes in fewer clicks
9 Years Ago
Fixed stupid things in DebugToolTab
9 Years Ago
Compile fix
9 Years Ago
Skill levels now use Definitions Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
9 Years Ago
fix for run using the wrong speed and added some new sabertooth movement anims