19,298 Commits over 1,614 Days - 0.50cph!
Considerations refactored to use single class
Resharper temptaes updated
Minor selector/desire tweaks
TakeFromDispenser.OnMinute event listener removal
Fixed errors on tribe create UI screen
Dispenser replenishment tweaks
Moving shared functionality between various task widgets into base functions.
Desire condition and filtering improvements
Cleanup pass on all DSE content eval target settings
Looks like tutorial stuff is working now. Updating for better testing.
Added death activity triggering and modified kill deer trigger to listen for this.
Cursor stuff (isn't great yet because reasons)
Tags and Behaviour Groups
Conditions and Considerations must define their EvaluationTargetTypes property in code, no longer defined in data
Selectors no longer take an EvaluationTarget param in their Query method
added dummys for combat testing
TutorialManager - >PlayerTutorialManager
Hide old spawn data from UnitSettingsEditor
Group+Stats also sets average max values for Vitals
MusicManager changes current mood based on average Player Tribe Mood stat value
VisualFX support for particles simulated in unscaled time
VisualFX support for non-entity bound things
PlayerController uses VisualFX for click/move orders
made stone throwable and made the correct animation play
added ragdoll to dummy for collision testing
made spears orient the right way
'new game' theme variation
added the mask back so the spear throw gets the animation info for the itm bone
turned off triggers I accidently left on
Reworked ActivityData and tweaked activity triggers.
Tweaks to tutorial task system
Event music can now be looping or one shot
updated deer with HIT_ boxes childrenated to bones
Combat editor improvements
Hitboxes implementation WIP
Projectile attachment tweak
Fixed some nulled music refs and added NRE catch to MusicManager.PlayClip
Fixed arrows not being correctly parented to the hitbox they hit
Only turn to face attackers when recieving a melee hit
Programming, how does it work?