17,530 Commits over 1,614 Days - 0.45cph!
Animation/Navigtation state callback changes
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Added a couple of debug logs to try to catch this combat bug
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
Removed AlwaysWin condition from some AI data (not needed anymore)
Some small touchups to Morale and fleeing.
This "should" be more correct handling of flee destination (it can now fail).
fixed broken building views and added missing interaction positions to mud hut 01
Fixed entity view creation not properly zero-ing assets
Fixed issues with projectile VisualFX
VisualFX FollowUnitHead positioning mode ignores rotation
Unit.Items.OnPickedUpItemCallback now properly tests picked up items against existing unfufilled Desires
Effects component removes all active effects in PreDestroy
first pass sneaking anims
Fixed shitty view management bugs
Actions : TakeFromDispenser waits for callback instead of ending, when it should
Fixed TakeFromDispenser not allocating state array on enable
Added generic unit collection settings,
UnitSettingsEditor NRE fix
Trigger radius for senses should be a bit smaller now
Removed another range check for ranged abilities
Fixed bad field instantiation in UnitSettings
Unit collections tab in data editor
UnitCollection now has a proper data type (UnitCollectionSettings)
Action.BreakChain renamed to Break, logs on break when agent.Entity is selected for debug
Fixed moving to target Abilities not having access to current combat ability
Moved tick of Effects away from Sim Tick.
Lets only clean up the dead after Post state of sim tick
Removed range check for ranged attacks when shooting.
Temp caching target for slightly better readability.
made ragdolls stop glitching when scale is not 1
add force to correct bone from correct distance in ragdoll when hit by arrows(has some other problems)
Some minor cleanup to the combat ability selector code and a suggestion/comment.
Clamp Unit senses radius to 75, fixed scale of the trigger itself
ActionState reset handling/cleanup
Fixed Wait Action state handling causing errors
Desire.Equals overloads compare DesireParameters rather than Desire
Desires data properly assigned in Unit.Desires.AddDesire
Desire creation allocation avoidance in actions
Fixed UnitViewUtility not updating prefabs from source correctly
Audio file metas
Added Desire creation support to BehaviourChain Selector elements, exposed via editor and handled by UnitDecisionMaker (no longer hooked up in DSE/DecisionContext)
Desire no longer stores DesireParameters, instead derived types store data as properties
Removed IDesire interface since base Desire no longer requires generics
replaced and added female vox deselects