branchbefore/maincancel

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

9 Years Ago
new wood sfx added
9 Years Ago
Fixed stupid double destroy
9 Years Ago
Moved tribe item discovery to Player init Detach projectiles in InterruptAttack
9 Years Ago
improve deer ragdoll (still not great) fixed arrow rotation
9 Years Ago
Fixed fleeing destination calculations being performed on destination rather than direction
9 Years Ago
Units play deselect instead of shrug sound on commands
9 Years Ago
GroupedCondition renamed to OrCondition, does what you might expect. More Human Food AI Module tweaks
9 Years Ago
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
9 Years Ago
Updated Candelight handles Added some tweeing third party Removed UITween because it was wank Buildings init components mapped to state
9 Years Ago
Added archery skill to Human
9 Years Ago
made loop again
9 Years Ago
tribe create loop fixed
9 Years Ago
Moved code gen and camera util scripts to Scripts/Editor/Utility Added UITween third party
9 Years Ago
apparently this changed, may be important I have no idea
9 Years Ago
Fixed various aspects of tasks and their triggers not working correctly.
9 Years Ago
Fix for stat measurement trigger using incorrect normalized/max values
9 Years Ago
Data
9 Years Ago
UI tweaks/cleanup Player tutorial task tinkering
9 Years Ago
Behaviour widget improvements World/Ground clicks close radial when open, but do not clear selection
9 Years Ago
hunting loop
9 Years Ago
Code generation now stores stuff to PlayerPrefs that should avoid unnecessary regeneration
9 Years Ago
added meat meshes to animals
9 Years Ago
Cleaning up debug entity spawning (buildings work now)
9 Years Ago
9 Years Ago
item\weapon\augment\
9 Years Ago
Death effect actions
9 Years Ago
Effects editor and data cleanup
9 Years Ago
Removed concept of Parallel Actions from ActionChain
9 Years Ago
Code generator should now automatically generate code upon reloading the code in Unity.
9 Years Ago
UDM NRE catch
9 Years Ago
Fixed RemoveEffect
9 Years Ago
Cleaned up and improved debug spawning and component listing Fixed Action.AddEffect being shit
9 Years Ago
Herbivore AI tweaks
9 Years Ago
removed accidental modifiers on exiting exhausted and injured conditions
9 Years Ago
this was changed.. might be important
9 Years Ago
Starting values for stats set in OptionsManager are now correctly set for player's tribe
9 Years Ago
Made everything use the new get methods and properties associated with stats
9 Years Ago
actual fix for the sloth (had forgotten to put body in the mesh name)
9 Years Ago
Added auto-generation of stat getter methods that should support caching
9 Years Ago
Added code generation for StatsComponent+Properties
9 Years Ago
human anims setup to take injured and exhausted
9 Years Ago
added exhausted and idle triggers to bear and deer
9 Years Ago
first pass sloth using the bear as a base reimported asset stats from google drive
9 Years Ago
improved mud 01 roof and base
9 Years Ago
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.
9 Years Ago
triggerTurnL and triggerTurnR setup for human but needs hooking up via code
9 Years Ago
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
9 Years Ago
Bleeding now is attached to it's unit.
9 Years Ago
Moved the handling of "frames per tick" tracking, that it's a bit more clear what's going on with it.
9 Years Ago
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).