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

9 Years Ago
Removed EntityTooltipWidget, functionality ported to TooltipWidget
9 Years Ago
trying to add skinning to deer corpses but unable to make it despense hides added hide view model added generic clothing item view model and assigned it to clothing items updated default importer settings to auto turn on colliders in item meshes
9 Years Ago
Fixed TooltipWidget not being added to the UIManager's element list Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
9 Years Ago
UnitCommandsWidget deactivate after init UIWidget.IsActive defaults to true in base init
9 Years Ago
Reverted accidental controller change
9 Years Ago
UnitCommandsWidget only active when the player has a unit selected WaveAt Ability has same species condition
9 Years Ago
Fixed corpses not getting their isCarried animator param set Minor tweaks to WaitForStatSettings
9 Years Ago
Set confidence multiplier to 0 on all Abiltiies and Interactions Disabled "single unit" controller mode, for now Perception condition fix
9 Years Ago
Added perception checks to various combat AI goals, plans and abilities
9 Years Ago
UIManager player/entity interaction checks for cursor moved to SmartObject member
9 Years Ago
Misc Senses cleanup
9 Years Ago
Added Clear Combat Target behaviour to common combat AI module Added ClearCombatTargetAction
9 Years Ago
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
9 Years Ago
Added CanPerceieveTarget Condition
9 Years Ago
TaskWidget Animator assignment GUI scene save
9 Years Ago
Unit.Senses.CanPerceive overloads
9 Years Ago
Corpse animation event method cleanup/clarity renames
9 Years Ago
Fixed bug causing hunger spam.
9 Years Ago
PlayerCameraEditor only updates active camera module when game is running Player prefab save, follow camera mode offset tweak
9 Years Ago
IntroUI boilerplate Fixed TaskWidget.SetState NRE catch
9 Years Ago
AbilitySettingsEditor fix
9 Years Ago
Added herbivore combat module, added to relevant Units data Changed common combat AI module so that "move to target" goal plans include the attack ability in their behaviour chains Removed crafting from unit radial Removed "is global" flag from base behaviour data Removed Abilities from AgentParameters, UnitSettingsEditor
9 Years Ago
Let's use LOWEST_SCORE_THRESHOLD instead of magic 1000f when converting the resolution of a floating-point number to integer for comparison with zero.
9 Years Ago
Some minor touch-ups to DSE refactor. Looking good!
9 Years Ago
People are more likely to gather desired items rather than harvest them
9 Years Ago
Modified DSE calculations for a better average score based on contribution amounts
9 Years Ago
stopped exhaust idle getting stuck
9 Years Ago
ActiveModleTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeType
9 Years Ago
Started cleaning up Combat and splitting into partials Added animation event timeout to Combat Fixed TooltipWidget double serialization Improved TooltipWidget positioning/alignment/anchor handling Deleted a bunch of old ingame debug UI crap VicinityEfffect NRE catch
9 Years Ago
Added a first iteration of herbivore flock fleeing.
9 Years Ago
sprint is no longer crazy and exhausted wont play at super speed
9 Years Ago
Tab to cycle selected tribe member
9 Years Ago
Fixed rect selection showing in single unit controller mode Started work on a more generic tooltip system Moved crafting to a modal popup with the building button BuildingMenuWidget becomes UnitCommandsWidget UI utility and cleanup
9 Years Ago
- Added Aggression Attribute - Updated all Units with Aggression settings from Google Sheets - Terriotory Consideration Settings now takes Unit's Aggression into account, when calculating confidence / score. - Morale now takes Unit's Aggression into account, when calculating fear. - Intruders in Territory now has the condition that target must not be of same species.
9 Years Ago
Added basic implementation of single select controller + follow only camera
9 Years Ago
Data save
9 Years Ago
Fixed interaction settings wrapper being a dick
9 Years Ago
Considerations contribution range is now defined on each wrapper, supports negative values Action wrapper goodness
9 Years Ago
Added regaining stamina ability and AI
9 Years Ago
Code cleanup
9 Years Ago
Projectiles fixed update
9 Years Ago
Radial menu doesn't show interactions for held items that still have active subscriptions (e.g. pickup) ActionChain executes actions marked for ExecuteOnBreak... on break!
9 Years Ago
Fixed VicinityEffects not creating their triggers on the correct layer
9 Years Ago
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
9 Years Ago
Navigation fix
9 Years Ago
Navigation destination reached callback revert
9 Years Ago
Projectile NRE fix + comments
9 Years Ago
UnitVIew assigns hitbox.Unit during Setup
9 Years Ago
Projectiles ignore collisions with their shooter
9 Years Ago
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack