19,298 Commits over 1,614 Days - 0.50cph!
Player creates tribe from data
Player creates tribe on awake
Fixed debug comopents foldout not really being a foldout
Removing error box from DSE drawer
People will drop items they don't need or want to keep
People will desire to retain items that the player told them to pick up
More desire related AI tweaks
Entity data object field in debug window
Moved projectile calculation into CombatAlgorithms
Status effect stuff (proper functionality pending a different tools tweak)
Removing old fields, helper class
Fixed bad conditions drawer
Foldout effect evaluation sets by default
Fixed bad resting flag thing
Data save
Started reworking the player tasks into different types (tutorial type doesn't work yet, so don't use it!)
Rough implementation of sub tasks (currently relays information through Debug.Log)
Effect action chain field renames
changed randomNumber so it is between 0 and 1 and then use that as an offset to start animation instead of a speed modifier as it was really annoying when tweaking settings and the animator blowing up and setting idle anim speed to 0
ActionSettings refactor : no longer requires data/instance pair
Fixed some AI designer graph node/data bugs
Action state data cleanup
EnableMovementModeSettings action + assets, etc
Effects now validate their add/remove AcitonChains to avoid conflicts with existing Effects on the target Entity
Move order fx rotation tweak
Shift mod to queue commands
Play move command FX at the correct position when you have multiple units selected
Don't validate effects on removal, you fucking chump.
Fixed movement effects triggers
Made tutorial tasks be a separate thing from player tasks and added basic UI for it
Trigger names for clarity
human stutter injured fix
Action.OnUnitFlagChangeSettings state handling
Only spawn one FX per player move command, regardless of selected units count
Random unit destination in radius is scled by number of units
Action.ConstructBuildingSettings state handling
UnitView root capsule collider is trigger
AI data pre condition refactor tweaks
Written PH icons for effects
...filtered so that you can actually read them
Conditions refactored to use a single type, like Actions earlier
White move orderf FX