17,530 Commits over 1,614 Days - 0.45cph!
Removed EntityTooltipWidget, functionality ported to TooltipWidget
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
Fixed TooltipWidget not being added to the UIManager's element list
Added timeout deactivation to TooltipWidget, also deactivates when the source TooltipElement is null
UnitCommandsWidget deactivate after init
UIWidget.IsActive defaults to true in base init
Reverted accidental controller change
UnitCommandsWidget only active when the player has a unit selected
WaveAt Ability has same species condition
Fixed corpses not getting their isCarried animator param set
Minor tweaks to WaitForStatSettings
Set confidence multiplier to 0 on all Abiltiies and Interactions
Disabled "single unit" controller mode, for now
Perception condition fix
Added perception checks to various combat AI goals, plans and abilities
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added CanPerceieveTarget Condition
TaskWidget Animator assignment
GUI scene save
Unit.Senses.CanPerceive overloads
Corpse animation event method cleanup/clarity renames
Fixed bug causing hunger spam.
PlayerCameraEditor only updates active camera module when game is running
Player prefab save, follow camera mode offset tweak
IntroUI boilerplate
Fixed TaskWidget.SetState NRE catch
AbilitySettingsEditor fix
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
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.
Some minor touch-ups to DSE refactor. Looking good!
People are more likely to gather desired items rather than harvest them
Modified DSE calculations for a better average score based on contribution amounts
stopped exhaust idle getting stuck
ActiveModleTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeType
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
Added a first iteration of herbivore flock fleeing.
sprint is no longer crazy and exhausted wont play at super speed
Tab to cycle selected tribe member
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
- 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.
Added basic implementation of single select controller + follow only camera
Fixed interaction settings wrapper being a dick
Considerations contribution range is now defined on each wrapper, supports negative values
Action wrapper goodness
Added regaining stamina ability and AI
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!
Fixed VicinityEffects not creating their triggers on the correct layer
added anim debug exit, add to anim in state machine to debug log when it starts and how long it took before exiting
Navigation destination reached callback revert
Projectile NRE fix + comments
UnitVIew assigns hitbox.Unit during Setup
Projectiles ignore collisions with their shooter
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack