19,298 Commits over 1,614 Days - 0.50cph!
Desire data assingment fixes
More Desires stuff, partial revert to allow pre-created desires to be directly added
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Fixed Humam/Combat missing blackboard read
Fight Common/Combat/Offensive/Fight Goal having a bad condition
Yet another merge from main
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Fixed perception range condition
Editor code was making the panda sad.
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Merged from Equip and Stow branch.
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
Assigned new task complete SFX
renamed human_male_damage to human_male_overlay
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
Updated human male view
Some AIDesignerLayout comments for sebov/ptrefall
BehaviourElementEditor twaeks
overlay mesh to child and female
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
Seek Out Attacker blackboard read
updated child and female view models
Fixed territorial animals not returning to territory, the dicks
Unit UI widgets listen for death and fuck off when they should
Fixed DebugTools stats input not correctly calling set methods and thus not invoking stat changed events, wankers
Human overlay materials now hooked up to health properly
Tweaks to unseen attacker repsonse
Restored some accidentally deleted scripts on camera
Removed afformentioned scripts
Done a pass on some unit hostility checks.
Re-wrote DynamicDOF to use the built in unity thing, only with modes and lerping and all that bollocks, scion can get fucked.
HideInInspector on DataParameters.Id
Fixed Combat.RecieveHit not handling desire fulfillment checks properly, moved to a callback
Hooked up gamespeed sounds
Fixed missing refs on PlayerCameraEffects
UnitDesire target death listener, commented out Unit.Combat.OnKilledUnit desire handling for now
Fixed NRE in BehaviourChainElement