19,298 Commits over 1,614 Days - 0.50cph!
Vital.Simulate now sets CurrentValue to reflect changes to the MaxValue
Removing Goal.CreatedByAGroupBonus
Created a wait action for emotes
Disabled empty breeding goals/plans
Fixed Wait Action breaking
Added missing stationary effect
Senses.CalculateUnitThreat tweaks
Added some icons
StatTypeSelectionAttribute with support for StatClass exlcusion, drawer updates
Renamed StatModifierTypes to StatMinipulationValueTypes, Percentage and Absolute
StatMinipulatorParametersDrawer updates
VisualFX positioning modes, follow unit head support
VisualFXParmaters inherits DataParameters for id and name
Fixed VFX switch index error
Fixed evaluation targets being exposed when it shouldn't
Added EmotePoolCondition, used by Emotes module...
Order types by name in DataEditor create tab
Target Selectors, breeding AI data (module not assigned to any Units yet)
Changed some ability exposure flags
Stopped hit fx looping for some units
Added SocialInvitation Selector, Actions, updated Create Action
Blackboard support for Socials types
Breeding AI nodule design work
Fixed StatTypeSelectionDrawer errors
Projectiles handle trigger events, not hitboxes
Fixed some missing actions
Projectiles ignore collision when not moving or below threshold of flight time
CalculateTrajectory tweaks
Projectile trigger enable fix
trying to get latest but its making do a merge
Fixed projectiles being broken
Dispensers now have configurable item pop angle and force.
Fixed some bad data in the Territory AI module
Effect Visual FX and Effect Emotes are singular
VisualFX uses AudioManager
VisualFX data doesn't require prefab with component, does all setup internally
Some AudioManager tweaks, added loop functionlity and on demand stop/return to pool
Prefab updates, removes VisualFX + AudioSource components
Data updates
order prefab move looping fix
BehaviourPlanSettings.PlayerCommandFX uses VisualFX