17,530 Commits over 1,614 Days - 0.45cph!
UnitAttachments no longer require a rigidbody, updated UnitViewUtility importer, re-saved prefabs
Fucked up the UI to make petur angry
alert!! animator setup for animals
Added more tutorial items.
Added Alert Flag
Fixed perception calculations (nothing to see here...)
added human trigger quit
made animal eating have longer transition time
human quit current task anim and rabbits are easy to get close to
Command button widget tweak.
Various UI widget stuff
Unit portrait lighting
Effect icons and colors
Commands widget hotspot animation fixes
Added a trigger that listens to Interactions
Stopped corpses from vanishing when cooked
Score for DM, weight and confidence for Goals and GoalPlans is now held in the module data wrapper types, rather than the Goal/Plan params data.
DC IsGoal/IsGoalPlan tweak
Hide/force true "Score for DM" flag on Behaviours
DSE scoring only applies weight and confidence mulipliers to Goal and GoalPlans, not behaviours.
More prefab updates, collision matrix cleanup (projectiles no longer hit Resources layer)
renaming files and new atmos piece
CookCorpse completes when corpse is cooked. Imagine that.
SmartObject NRE catch
Ragdoll update util fixes, prefab rebuilds
Fixed tutorial triggers being able to trigger the wrong task
UnitViewUtility tweaks
HItbox always sets collider to convex
Rebuilding prefabs...
added unit dead state to human dying so ragdolls happen immediately
Fixed Animation component setting bad speed values, also return in Tick if Unit is dead
Removed FixedJoint from AP, updated human prefabs
StatsUtility stuff, Human constructor adds all skills and needs via enum arrays
Fixed + catch skill related NRE in Combat+Callbacks
HumanView connects all AP fixed joints to the root RB
stopped animator idle confusion with isInjured and isExhausted, will always play isExhausted over isInjured as isExhausted will finish sooner
Fixed Activity Triggers not actually checking the activity sub type
Added a couple more tasks to the tutorial (not quite working as intended yet)
Added avoidance setting to appropriate navigation event
Navigation listener for behaviour complete
Minor Behaviour event refactoring