19,298 Commits over 1,614 Days - 0.50cph!
Tweaks to Sleep weights.
Unit+Items reports error when attachmentpoints was null (breakpoint on error log in here until we catch the error please @maurizio @billowe ).
Construct Interaction and Action tweak
-buildings now build, and they also take the time specified on them.
Removed debug log in Building, added None value to BuildingStates for testing
Changed BuildingStates enum bitshifting to not use power of 2, seems to fix our filering
I dont know why this is a merge
starting tent basic building setup
split up tent basic into anim and setup a controller
bld_TentBasic constructionComplete
Scrapped the building construction states and skins system, driving new animator building stuff from construction completion %
Entity.PreDestroy re-parents any child entities
Units drop all items on death
Don't complete sit/sleeps
Break current goal in Agent.ClearGoals
Confidence in Decision consideration added. Not integrated with any DSE yet.
Merge from 8_splat_support
Fixed terrain visuals not updating when terrain config was changed (e.g. splat colors)
Fixed snow painting and visuals
water edge shader tweak, feel free to revert petur
crappy test wave mesh
Massive island got more massive and refactored.
Cleanup
Fixed scoring of Confidence In Decision.
Added min/max score bounds.
Added score modifier option to scale the score.
sticks rocks and berries have better view offset
Added Confidence in Decision consideration to a few goals and goal plans.
Grass tinting support (temp fix)
Merge from 8_splat_support
Ocean Placeholder was missing Material reference. I set it to the same as Ocean->Water in Island0001 uses.
Added a Boost Energy Timer coroutine to TribeStartAre (set to 10 second timer now). This causes the cavemen to wake up after 10 seconds.
should play anim when crafting(untested)
Building.RequiresItem also checks requirement amount
Ocean shader tweaks
Drop items if DepositToBuilding fails (haaaaack)
TOD Time based wakeup at start for cave peoples.
Tweaked Sit By Fire related stuff a bit, but still feels a bit broken.
made eyes bigger in prefab blend shape, temp hack will get lost when characters are rebuilt (but super quick to manually change)
Group+Knowledge lazy CanFindItemOfType
Item Desire fulfilment check supports ItemType
Added Socialise goal and "wave at" goal plan
Removed NavMeshObstacles on bush prefabs because death
Changed some item slot + pool flags
added OnAnimationEvent AttackHit to terrorbird, sabertooth and mammoth
proper export of the wave anim
Unit audio work, tweaked social goal scoring
Some tweaks for better behaviour at start of the game.
Less waving frenzy.
Less sitting by the fire.
wave is now point and wave
-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)
-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)
Animation randomiser + editor thing