19,298 Commits over 1,614 Days - 0.50cph!
Removed VisualFX from clickdirt prefab
Removed VFX from Wounded Effect
Audio mixer tweaks
Fixed missing occlusion property error in terrainblendext
Fixed lighting in "Before/Particles/Lit Alpha Blended"
Human-Combat will now equip weapon before setting current combat ability (in selectors), that player commanded hunting/attacking makes the cavemen draw their weapon and use the weapon's abilities.
Improved target following range calculation
Cleaned up some crap Unit flags handling. Strip flags on death to ensure we fire triggers etc.
Added Human Corpse item
Dead people can't speak. Duh.
EmoteSettings holds UnitSoundsTypes, play sound in Emotes.TriggerEmote
Added Emotes for Sleeping/Running/Injured
Strip flags on death uncommtend
lasp gasp of air male vox sound added
Added unit to unit flag event.
Made a tribe combat activity.
Moved Unit portrait stuff into it's own manager, fixed tracker potraits being shit
More unit portrait fiddling
Fixed tutorial and tasks widget issues by moving elements to prefabs rather than finding components in children etc
changed movement to idle blend from speed which is NavMeshAgent.speed (Maximum movement speed when following a path) to animatorSpeed which is Unit.Navigation.NavMeshAgent.velocity.magnitude (the current velocity)
Fixed some bugs in how equip and stow was gating callbacks on wrong conditions
Didn't cleaning up event data for equip and stow.
added events to switch items between L R back
deleted commented segment
Renamed VitalTypes.CurrentSpeed to DesiredSpeed
Added Items+Callbacks partial
Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
shivering male vox shortened
starving male vox shortened
this[] and FA.Count pattern in Items
Added DebugTools Item listing
Let right hand stow and equip, just like the left hand. Not everything is a bow.
After we pick up something, let's automatically equip it.
hungry and starving vox edits
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
Fixed BehaviourChain.ContainsActionOfType not doing what it should
FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
dynamically set navmesagent stopping distance
checked in the wrong file with last checkin:(
dynamically set navmeshagent stopping distance
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
Deleted the EquipWeaponSelector, because it wasn't a selector
Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
fix nan and made acceleration increase when sprinting and running
FixedTick through manager and ECS code
Entity.FixedTick actually called by EntityManager
Navigation tick logic in FixedTick
Fixed a bunch of bad AI data caused by merge in 6105
Navigation destination reached conditions cleanup, commented out an extra one that we probably dont need
Fixed Corpse NRE
Fixed Human-Combat BB read
AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off
ECS LateTick
Unit NMA autobreaking on by default
Navigation Tick back to er, Tick
Navigation.IsMoving uses MagnitudeXZ
Reset target position and reached gate bool in Navigation.Stop
set anim_speed to take value from MagnitudeXZ instead of xyz to remove y spike