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Improvements to IsBeingAttacked.
Fleeing AI now accounts for sleeping units when calculating friendly support.
Combat debug panel shows targeting status
Proper implementation of TemperatureGrid x,y indexer
Should no longer be possible for units with fleeing, dead or disabled flags to dodge
downing anim trigger works but anim is bad
downed anim setup work (not finished)
No longer hardcode enable ragdoll when unit gets the Disabled flag (do it via effect actions instead)
Campfire gives +10 insulation
People no longer stay awake if they're cold
TemperatureLevelTrigger and Condition types use new TemperatureUtility which samples the temperature grid
Always update unit fog of war radius
Buildings only create their terrain decal in OnCreate (fixes buildings creating terrain decals on load when they have already been persisted
Cold and Freezing effects have proper insulation checks
Added keyboard camera movement multiplier to options
Disabled grass until we can make it good
penalty when targeting fleeing units
Unit fog of war radius uses Senses.AwarenessRadius
Add extra delay to VisualFX destruction
Added fleeing below health threshold and various combat AI tweaks
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Don't show for overlay UI for units that are invisible
Fixed unit fog flickering
Traditional FogOfWar is default, uses TOD fog color and lower alpha, hides non-player controlled units
Buildings can clear fog of war (on by default)
Fixed campfire not being lightable
Removed all temperature stats, AI scoring and Effect application now uses environmental temperature conditions/triggers and insulation checks
Removed a bunch of stat considerations for stats that had bene removed in the combat revamp
Added generated EffectTypes enum (EffectSettings can be implicitly converted to this type, and it can be used for lookup in Unit.Effects)
Jenkinsfile (build OSX & linux)
Fixed bad max value source on body temperature
Removed old fields from VitalTypeDefinition
StatSimulators can override GetExampleValue to return an example value in the editor using a give list of StatData
Apparently some enum dlls
Fixed StatCollection lists not being populated
Nuked duplicate condition
Removed RangedStat, IRangedStat et al
Cleaned up how vitals define their max value (def, unit data or simulator)
Fixed stats not being properly updated from data on init
renamed condition that Plastic tried to rename
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
Units can now override stats data per age/gender combination
Removed StatsImporter
Fight chance based on distance is now a curve.
Hopefully fixed fleeing calculation not doing its job properly.
Added fight chance based on distance so that animals like goats might attack you if you're really close
Added ChanceToFight to combat component.
Set it to 0 on Deer so they don't destroy everyone.
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
Moved of of war into standard assets
Merge from combat revamp branch