17,530 Commits over 1,614 Days - 0.45cph!
Fixed stupid double destroy
Moved tribe item discovery to Player init
Detach projectiles in InterruptAttack
improve deer ragdoll (still not great)
fixed arrow rotation
Fixed fleeing destination calculations being performed on destination rather than direction
Units play deselect instead of shrug sound on commands
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks
Split common combat AI module Fight goals into Fight and Defend, should improve Unit behaviour when they miss and initial shot from player command
Human Food AI module corpse cooking fix, potentially
Updated Candelight handles
Added some tweeing third party
Removed UITween because it was wank
Buildings init components mapped to state
Added archery skill to Human
Moved code gen and camera util scripts to Scripts/Editor/Utility
Added UITween third party
apparently this changed, may be important I have no idea
Fixed various aspects of tasks and their triggers not working correctly.
Fix for stat measurement trigger using incorrect normalized/max values
UI tweaks/cleanup
Player tutorial task tinkering
Behaviour widget improvements
World/Ground clicks close radial when open, but do not clear selection
Code generation now stores stuff to PlayerPrefs that should avoid unnecessary regeneration
added meat meshes to animals
Cleaning up debug entity spawning (buildings work now)
Effects editor and data cleanup
Removed concept of Parallel Actions from ActionChain
Code generator should now automatically generate code upon reloading the code in Unity.
Cleaned up and improved debug spawning and component listing
Fixed Action.AddEffect being shit
removed accidental modifiers on exiting exhausted and injured conditions
this was changed.. might be important
Starting values for stats set in OptionsManager are now correctly set for player's tribe
Made everything use the new get methods and properties associated with stats
actual fix for the sloth (had forgotten to put body in the mesh name)
Added auto-generation of stat getter methods that should support caching
Added code generation for StatsComponent+Properties
human anims setup to take injured and exhausted
added exhausted and idle triggers to bear and deer
first pass sloth using the bear as a base
reimported asset stats from google drive
improved mud 01 roof and base
DM and Action Run is still on Sim Tick, while some other things that's got to do with Behaviour Chain ticking has been moved onto the ordinary Tick.
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
made mudhut base deeper and have less of a lip
init randomNumber on units in animation prefab so I can modify the idle speed with it to stop animals idles syncing up
Bleeding now is attached to it's unit.
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
A sim tick won't use up multiple frames due to the three states of ticking anymore, but rather strive to use as much of it's budget as possible each frame (even if that includes multiple tick states in a single frame).