17,530 Commits over 1,614 Days - 0.45cph!
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
renamed human_male_damage to human_male_overlay
Assigned new task complete SFX
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Merged from Equip and Stow branch.
Editor code was making the panda sad.
Fixed perception range condition
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Fight Common/Combat/Offensive/Fight Goal having a bad condition
Fixed Humam/Combat missing blackboard read
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
More Desires stuff, partial revert to allow pre-created desires to be directly added
Desire data assingment fixes
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Items/Building and Warmth AI Module tweaks, mostly weighting
Minor ItemDesire.CanBeFulfilled tweaks
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Somewhat fixed approaching combat targets
Remade combat AI module graph
Added perception range condition and jogging when too far away from target to bother sneaking
Fixed AIDesigner showing override names for beahviours in Add Element drop down
Moved UnitCollection creation into a method, made code more readable, fixed threat level not being calcuated at the right point
Unit+Info GetSkillLevelText grammar fix
Removed graph settings in AI designer, best values are hardcoded now, only sidebar width is exposed
Removed decor scale/rotate components from fruitbush source prefabs
Removed DecorScale and DecorRotate from the berry bush prefab (bad petur)
Removed TotalThreatConsideration and it's single usage in "Animal/Territory/Return To Territory" AI
VectorUtility GetRandomInsideRadius optionally includes a GetGroundHeight call
Morale.GetFleeDestination uses above ext method, increased radius
Skill verbs in StatsUtility
Renamed some Skills
Debug tools perception tweaks