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

9 Years Ago
Serializable fix
9 Years Ago
Stats definition tests, doesnt affect current data
9 Years Ago
Trying to add GroupComponent
9 Years Ago
Compile fix Breeding Social Module boilerplate
9 Years Ago
Fixed some asset creation issues
9 Years Ago
More socials work
9 Years Ago
Derp
9 Years Ago
Moving social types to files
9 Years Ago
Baby-stepping towards Social participants, acts and roles all working together in harmony. Still some way to go (see comments @Bill).
9 Years Ago
A wee bit of Social work. - Added some observational comments with @Bill notation - Fleshed out Role assignment a wee bit more, but needs a runtime class SocialRole me thinks... will add that next.
9 Years Ago
merged additive torso and leg layer, added switch layer to stop switch getting stuck while moving, however switch gets stuck putting away sometimes now
9 Years Ago
More
9 Years Ago
Socials fiddling
9 Years Ago
Fixed some editor issues
9 Years Ago
Optimised QuadTree nearest neighbour a bit.
9 Years Ago
Quad Tree nearest neighbour search is in.
9 Years Ago
Merging QuadTrees in because actually they aren't too bad
9 Years Ago
SoleRoleDefinitions
9 Years Ago
Added Social editor, bunch of editor tweaks
9 Years Ago
turned off exit time on some movement modes
9 Years Ago
all bugs fixed until I find more bugs
9 Years Ago
SocialSettingsEditor fix
9 Years Ago
Refactoring Socials to include the concept of Roles
9 Years Ago
ActionChain state debug object ref
9 Years Ago
Start cleaning up the Socials API Fixed Units not having the Socials component by default EntityComponentManager renamed to EntityComponentSystem BaseEntity adds/removes itself to GridManager rathe than relying on EntityManager events AI modules can now be installed/uninstalled for a specific Entity at runtime via the debug tools panel
9 Years Ago
UnitAttachments dict for lookup
9 Years Ago
updated exhausted action to get removed at 25% stamina (allready added at 15%) ordered and added wait in the add action to give the unit time to slow down before applying exhausted effect
9 Years Ago
Fixed durations in effects
9 Years Ago
Fixed Items switch callback always setting carry bool true
9 Years Ago
getting a location inside a territory should now take influence into account
9 Years Ago
slightly better, maybe, still lots of general problems
9 Years Ago
readding torso stabilise script to torso layer animations as they all accidently got removed
9 Years Ago
Items.HasFreeHand fix
9 Years Ago
Ability data tweaks
9 Years Ago
Fixed OnUnitEquippedCarriedItem not invoking OnUnitStowedEquippedItem
9 Years Ago
Rewrote Items.TryHoldCarriedItem and TryStowHeldItem
9 Years Ago
Combined PickUp/Equip/Stow item actions into a single action with mode switch
9 Years Ago
trying to add a listner
9 Years Ago
changed name of combat torso stabilise and kind of made sitting emoting work
9 Years Ago
made storing and getting items from storage toggle the item bool to true or false
9 Years Ago
Dude, I'm tripping balls.
9 Years Ago
Effects can now install AI Modules on Entities Effects can have a randomised durations Added mushroom effect and related behaviours
9 Years Ago
save to a list and then re assign bools during emote anim controller switch
9 Years Ago
hungry hands/arms clip with clothes less
9 Years Ago
Dispenser Effects to Main!
9 Years Ago
Logistic curve functions now map to the yMin/yMax range since Logistic functions don't pass through (0,0) or (1,1).
9 Years Ago
AddS
9 Years Ago
Added UnitActivityTypes.DesireExpired, recorded when unfulfilled Desires are removed due to momentum drain. Added DesireExpired Effect, which makes people sad :(
9 Years Ago
DesireFullfilled Effect stat stuff
9 Years Ago
Temperature Effects now use Temperature Stat. Added Ambient Temperature consideration Tweaked sticks on fire AI some more