17,530 Commits over 1,614 Days - 0.45cph!
Made tutorial tasks be a separate thing from player tasks and added basic UI for it
Fixed movement effects triggers
Don't validate effects on removal, you fucking chump.
Play move command FX at the correct position when you have multiple units selected
Shift mod to queue commands
Move order fx rotation tweak
Effects now validate their add/remove AcitonChains to avoid conflicts with existing Effects on the target Entity
EnableMovementModeSettings action + assets, etc
Action state data cleanup
ActionSettings refactor : no longer requires data/instance pair
Fixed some AI designer graph node/data bugs
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
Effect action chain field renames
Rough implementation of sub tasks (currently relays information through Debug.Log)
Started reworking the player tasks into different types (tutorial type doesn't work yet, so don't use it!)
Fixed bad resting flag thing
Data save
Foldout effect evaluation sets by default
Fixed bad conditions drawer
Removing old fields, helper class
Status effect stuff (proper functionality pending a different tools tweak)
Moved projectile calculation into CombatAlgorithms
Entity data object field in debug window
More desire related AI tweaks
People will drop items they don't need or want to keep
People will desire to retain items that the player told them to pick up
Removing error box from DSE drawer
Fixed debug comopents foldout not really being a foldout
Player creates tribe on awake
Player creates tribe from data
Unit constructor doesnt init default stats since it's abstract
Trying to add stats to groups
Fixed ragdoll sync/update tool
Renamed GoalDatabaseSettings to AIDatabaseSettings, related classses
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data