19,298 Commits over 1,614 Days - 0.50cph!
EntityView prefab min scale
-when decision log is focused (ctrl + alt + x does it and turns it on, if not already so), you can switch filters by pressing 1 to 4
Controller updates, changed lots of effects to use parallel actions
Weights, unclamped slider on GSE listings
BIG STICK
Descriptions
Tweaks to EntityView creation and setup, with better scaling support
updated all entity view prefab scales
Fixing more entity scales
Fixed Unit views not being correctly parented/zeroed to their entity
Removed some commented code
Desire.TestItemDesireFulfillment checks for Resources containing the desired Item
-weighted building a bit less than collecting/crafting, in the hope that they prefer a tool to a shed
Debug item spawn gets terrain height and is offset by 1
Goal: Added CollectItems/HarvestDesiredItem
Goal: Sleep/SleepHere now animal only
Goal: Rest/RestHere now animal only
Only add the +1f to debug spawn height for items
Box colliders on some item views
CollisionDetectionMode.ContinuousDynamic
Reset behaviour on wake up
Added big sticks to tree resource items
Effects tweaks, removed old Sprinting effect
Fixing bugs with unit death cause by flag gating in animation code, simplified Death effect to just set flag
Mixer tweaks, effects fixes
Unit speed anim param tweak
Added SleepInside/SitInside interactions for buildings, updated goal plans
Units removed dead targets and stop attacking
SetDestination checks for NaN or infinity and breaks (hack)
IsMoving condition on some effects to be safe
Fixed movement effects being applied badly
Missed a trigger on Movement(Walking) effect
Stick box collider, torch light moveed up, temperate animal spawns
Increased animal spawns factor
tidy up of human controller using substate machines and adding idle to movement blend tree in animals (to make stopping look more natural)
Added base BeforeToolWindow, now used by CharacterMorphWindow, UnitAttachmentsEditor and new InteractionPositionEditor
Refatoring SmartObject Interactions, with support for per-interaction subscription limits and positional data, (still in progress)
Fixed radial menu showing the wrong behaviour name
InteractionPositionEditor work, all positional data is now saved on the EntityViewPrefab level in SmartObjectSettings assets
InteractionPlan.IsAvailable fix
Support for a mutliple interactions "sharing" a single IPS
IPE updates
Merge from interaction_refactor
changed the buildings so they spawn in the item placement editor constructed