17,530 Commits over 1,614 Days - 0.45cph!
Emote simplification, now trigger through goals
Only allow detail view of Human units, despite player selection being unrestrictied in editor
Added "Detail" layer to the HumanController, used by UnitDetailView
Unit sound sources are 3d
Lorra lorra data tweaks
added some anims for them to play when they get to end of "go to" command
fixed some skin weighting and reparented DEF bones (had to rebuild morphs too)
Added new female vox sounds
Gating DistanceConsideration's use of pathfinding calc with a plain old distance check
Exhausted speed reduction stat mods
Player GoTo Wait (1-5 game minutes aka ~seconds)
Only log the "No APO Found for item." warning when in editor.
Fixed TerrainBlendObjects not picking up extension from parent
-musicmanager now plays a silence after every track naturally ends (length defined with min/maxDefaultSilenceDuration), but still has a chance to play a longer silence (chanceOfLongSilence , min/maxLongSilenceDuration)
-decisionlog saves your preferred filter to EditorPrefs so it stays
Remove morale from Socalise goal DSE
DistanceConsideration NRE catch
Ocean tweaks
more random anims on idle and social action
Animation randomiser + editor thing
-jumpto activity
-- spacebar jumps to latest received notification, if still visible
-- clicking on notification icons also jumpsto
-Made Tribe in charge of raising building notifications, rather than both Tribe and Building (else would always receive 2 notifications for building)
-activity notifications fade with age (it can be bool'ed off on ActivityNotificationsWidget if unpleasant)
-added offsets for cursor images, so you can finally click on an actual icon, rather than 25 to the bottom-right of it
-Action:DepositToBuilding doesn't throw all objects on the floor if not necessary for the building (that made so the axe ended atop Leng's head)
-SmartObject enables physics when enabling physics (that made the axe stay in mid air)
wave is now point and wave
Some tweaks for better behaviour at start of the game.
Less waving frenzy.
Less sitting by the fire.
Unit audio work, tweaked social goal scoring
proper export of the wave anim
added OnAnimationEvent AttackHit to terrorbird, sabertooth and mammoth
Changed some item slot + pool flags
Removed NavMeshObstacles on bush prefabs because death
Group+Knowledge lazy CanFindItemOfType
Item Desire fulfilment check supports ItemType
Added Socialise goal and "wave at" goal plan
made eyes bigger in prefab blend shape, temp hack will get lost when characters are rebuilt (but super quick to manually change)
TOD Time based wakeup at start for cave peoples.
Tweaked Sit By Fire related stuff a bit, but still feels a bit broken.
Ocean shader tweaks
Drop items if DepositToBuilding fails (haaaaack)
Building.RequiresItem also checks requirement amount
should play anim when crafting(untested)
Added a Boost Energy Timer coroutine to TribeStartAre (set to 10 second timer now). This causes the cavemen to wake up after 10 seconds.
Ocean Placeholder was missing Material reference. I set it to the same as Ocean->Water in Island0001 uses.
Merge from 8_splat_support
Added Confidence in Decision consideration to a few goals and goal plans.
sticks rocks and berries have better view offset
Fixed scoring of Confidence In Decision.
Added min/max score bounds.
Added score modifier option to scale the score.
Massive island got more massive and refactored.
Cleanup
water edge shader tweak, feel free to revert petur
crappy test wave mesh