17,530 Commits over 1,614 Days - 0.45cph!
Fixed some AI data which was causing units to sometimes walk when approaching combat targets.
Fleeing now continuously updates destination.
Desire momentum drain rates increased
Fixed MusicManager.OnTribeMoodChanged being shit
fixed some bad movement speed data
Units will get sad when they witness death
Relationships are formed when two Units first see each other
Fixed OnActivityGeneratedTrigger not working
Improved stat cap modifier application (min value only)
Added Activity types for various death types..
Added Relationhip Consideration
Extended Relationships adding flags, events and a bunch of API
Units have relationships with their Group members by default
first go at sabetooth improvements
Added MoodOverlay camera effect, desaturation linked to tribe's average Mood
Adjusted and exposed Mood thresholds in MusicManager
Actions hold reference to their state where appropriate
Actions can override Tick
tortise first pass, need to rename to tortoise..
SetDestination : when in SmartObjectInteraction mode wait for the UnitView to turn and face it's target target on arrival before calling action.End()
removed unused animation script
Shader variants/defaults.
Added focus target control to FreeCamera (left click) and settings/mode to DynamicDOF
Tweaks to Sleep behaviours, people should sleep more often...
Fixed some Desire NREs related to DesireFilter
Hacked in quick fix to turn off the "stabiliseTorso" anim bool when sleeping (cc frankeih, see HumanView)
Added an overload for Items.TryPickUpItem that doesn't rely on an animation events + callbacks
Social interactions now give a slight Mood boost rather than a "happy" buff, Happy and Sad Effects are applied using Mood thresholds instead
Added CanStowItem and CanHoldItem Conditions which actually check for the availability of valid attachment points
Fixed issue causing people to continulously try to stow a held weapon that was not stowable (rocks, etc)
Refactored Desires, fixed various bugs with creation and fulfiment, improved debug display and a bunch of other shit I forgot
Fixed Senses not working due to bad restricted Item and Resource type definitions data
Rewrote/consolidated Desire weight considerations into a single type
Improved Desire support for various item property definitions
Units are much better and finding and gathering Desired items
Added warnings when a SmartBehaviour can't find a free InteractionPosition on execution
Progression widget timeout fix
Fixed NRE in CraftItem action, improved state handling a bit
Need/Vital CurrentValue getter is clamped 0-CappMaxValue
Vital and Need.CurrentValue setter clamp removed, using Mathf.Min(value, CappedMaxValue) instead
Effect Triggers can now be disabled for debugging
More audio cooldown stuff
PlayerProgressionWidget fixes, data tweaks
Various editor and item/building data tweaks
Hooked up item/building discovers to the progression UI
Fixed a few NREs in Desire types related to Definition comparisons
Desire.Reset clears descriptive text for re-use
Implemented skill gain based Item/Building unlocks
Added UnitProgression, GroupProgression components
TribeStartArea applies starting Stat values regardless of the scene being played in editor
Very basic global sound cooldown
Removed unnecessary pitch modifier from Audio
Skill unlocks progress
BuildingTypes, ItemTypes and ResourceTypes now use Definitions
Unit sound pitch is now adjusted on the mixer via AudioManager.OnGameSpeedChanged
deer, young male has little horns
elder male is bigger, has giant horns and looks beefy
Audio manager cleanup, started reworking the mixer, added ducking for high prio UI sound and Unit sound
turned off curve resampling for rabbit to stop it stomping keyframes
stopped sleeping going to sit while isSleep is still true
Initial implementation of noise in relation to in game unit sounds.
AudioSourceManager.AudioSource exposure
StatModifiers more easily created in code without data dependencies, example usage in Audio
Effecs tweaks (death triggers restored to intended setup, pre stats def refactor)
Temporary transform.LookAt in SetDestination when we arrive at a SmartObject InteractionPosiiton
Fleeing distance just based on Morale parameters for now until we can find a better distance calc
Started adding stuff to UnitSoundTypeDefinitions
Fixed bug with game start music