19,298 Commits over 1,614 Days - 0.50cph!
Unit.Combat and projectile event cleanup. Fixes issues with missed projectiles causing callback hangup in AttackUnit action
Added hitboxes to the combat dummy Unit
made bear have a scary face when in combat
made the eyes look tired or injured where applicable
Dummy hitbox again apparently
Temperature Vital and CurrentValue simulator (ambient + insulation)
ActionSettings.BreakImplementation
Better End + Break impl in SetDestination
Minor tick method name consistency changes
Fixed Temperature Vital getting bad max value from simulator
Merged from main yet again.
Merged Exclusivity/Blocking capabilities in Interactions (accessible through InteractionSettingsWrapper).
Implemented blocking for Take All interaction on Berry Bush resource's dispensers.
Fixed SmartObject Interaction Positions states being improperly handled by SetDestination Actions (BEF-278)
missing mammoth animations such as new attacks, limping, exhausted, agro and lookaround. Some still need lots of love
Units should now get highest navmesh priority when arriving at interaction positions
Added skill gain activity and fixed some stat events.
Re-enabled unit activity notifcations.
Added some force to the ragdoll upon death based on direction and strength of hit
missing boar/warthog anims and HIT_ boxes
Sanity Check for valid state of Actions list and that CurrentElementIndex is within the Actions list's range in Action Chain after error report.
Some more information in the error log.
Temporary workaround (but error log is still active) for a situation where an Action Chain's state is kind of weird (Attack's current element index can somehow get to the value of 4 when the action chain's list of action is of the count of 4.
1st iteration of opening theme music added
Added 3 new senses stats and tidied up stats import a little.
animated collision mesh for selection test on building tent animalskin with meshname selection_collision
Player interaction now only raycasts to the Interactable layer
EntityView and derived types handle auto-generation of interactable triggers (with the exception of buildings)
Combat, Projectile and ActionChain event cleanup
Speedtree reimport
rebuilt animal skin view prefab
Recreated all the prefabs in the world apparently
UnitView auto capsule collider gen
Player interactable mask fix
Stop UnitVIew disabling root collider in SleepRagdoll
ItemView interactable trigger gets x 1.25 size
Fixing decor foliage prefabs having navmesh obstacbles and no BMO component
Fixed by UNITY_EDITOR ifdef
added knife item and temp knife icon
knife.asset has changed, must have not got all data saved before checking in last checkin
added unitdeadstate to dying as a quick way to make it bypass the dying anim, I didnt want to remove it as it would break the links in all the override controllers and may add back in later
Added some senses related stuff to certain effects.
Moving all EntityView Interactable collider setup to editor side view creation utility classes (now static, moved out of EnitySettingsEditor types)
Misc editor refactoring. EntityViewEditor parity with some debug tools display
Remaining entity view creation/update code moved to util classes
EntitySettingsEditor view management improvements and bug fixes
New perception calculations (probably need a lot of tweaking)
trying to fix ragdolls going crazy (not much luck)
Projctiles ignore anything on the Units layer that isn't a hitbox (hack)
Started on Desire refactor.
Big changes to combat AI. Still quite broken right now.
Merge from desires refactor, more desires refactoring (mostly filtering)
Removed the notion of desire "types" (Attain/Retain), instead just use fulfillment state as the same indicator. DesireTypes now refers to the derived types themselves (Item, Building)
Put a Navigation.Stop in there to try to fix approaching target problems.
Started splitting SetDestinationSettings