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$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
hungry and starving vox edits
After we pick up something, let's automatically equip it.
Let right hand stow and equip, just like the left hand. Not everything is a bow.
this[] and FA.Count pattern in Items
Added DebugTools Item listing
starving male vox shortened
shivering male vox shortened
Added Items+Callbacks partial
Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
Renamed VitalTypes.CurrentSpeed to DesiredSpeed
deleted commented segment
added events to switch items between L R back
Fixed some bugs in how equip and stow was gating callbacks on wrong conditions
Didn't cleaning up event data for equip and stow.
changed movement to idle blend from speed which is NavMeshAgent.speed (Maximum movement speed when following a path) to animatorSpeed which is Unit.Navigation.NavMeshAgent.velocity.magnitude (the current velocity)
Fixed tutorial and tasks widget issues by moving elements to prefabs rather than finding components in children etc
More unit portrait fiddling
Moved Unit portrait stuff into it's own manager, fixed tracker potraits being shit
Added unit to unit flag event.
Made a tribe combat activity.
lasp gasp of air male vox sound added
EmoteSettings holds UnitSoundsTypes, play sound in Emotes.TriggerEmote
Added Emotes for Sleeping/Running/Injured
Strip flags on death uncommtend
Cleaned up some crap Unit flags handling. Strip flags on death to ensure we fire triggers etc.
Added Human Corpse item
Dead people can't speak. Duh.
Improved target following range calculation
Human-Combat will now equip weapon before setting current combat ability (in selectors), that player commanded hunting/attacking makes the cavemen draw their weapon and use the weapon's abilities.
Removed VisualFX from clickdirt prefab
Removed VFX from Wounded Effect
Audio mixer tweaks
Fixed NRE in BehaviourChainElement
UnitDesire target death listener, commented out Unit.Combat.OnKilledUnit desire handling for now
Hooked up gamespeed sounds
Fixed missing refs on PlayerCameraEffects
Fixed Combat.RecieveHit not handling desire fulfillment checks properly, moved to a callback
HideInInspector on DataParameters.Id
Re-wrote DynamicDOF to use the built in unity thing, only with modes and lerping and all that bollocks, scion can get fucked.
Done a pass on some unit hostility checks.
Removed afformentioned scripts
Restored some accidentally deleted scripts on camera
Tweaks to unseen attacker repsonse
Fixed territorial animals not returning to territory, the dicks
Unit UI widgets listen for death and fuck off when they should
Fixed DebugTools stats input not correctly calling set methods and thus not invoking stat changed events, wankers
Human overlay materials now hooked up to health properly
updated child and female view models
Seek Out Attacker blackboard read
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
overlay mesh to child and female
BehaviourElementEditor twaeks
Updated human male view
Some AIDesignerLayout comments for sebov/ptrefall