19,298 Commits over 1,614 Days - 0.50cph!
Moved condition logs to warnings
movement blend trees improved
set idle blend to happen when animatorSpeed is 0.1 instead of 0 as its clamped to 0.1 in code
Removed bad editor tag in combat
Crafting Desires now correctly transfer player created status to Find Desires
Added fishing spots to the temperate biome spawn table, fixed the spawn population data
Player camera can no longer go underwater
Water bodies have colliders
boar squeal added to anim
OnAnimationFxEvent cleanup
SmartObject test toplogy, also a lake
Added custom NavMeshAgent areaMask drawer & attribute because Unity are a bunch of COCK TRUMPETS.
Dicked around with PlayerController a bit, so that people aren't so vocal about your disinterest
Default area mask in NavigationParameters
made all switches use anim event "OnAnimationEvent" with string "Switch" and make them compatable with use while moving
Removed ToolTypes enum and replaced with new definition assets (ToolTypeDefintion)
MaterialTypeDefinition replaces MaterialTypes
WeaponTypeDefintion replaces WeaponTypes
Updated all affected data
Fixed bad name/header in stats property generation code (which has moved to StatsPropertiesGenerator)
Fixed SmartObject.AllowedSubscriptionCount returning bad values
Navigation.CurrentDestination never getsd zeroed
SmartObject subscription & reservation arrays have larger capacities because i dont't think it matters (@ptrefall?) and the counts aren't static
fixing accidently ticked an attack trigger
DataAsset.ToString override returns AssetName
Fixed game startup creating two sets of tribespeople
Entity view field in debug tools window
Temperature grid is now in
Fixed an issue with GoalPlanVariant & BehaviourChain's IsActive flags causing Player instigated behaviours to sometimes be ignored (sneaky, sneaky AI)
Temperature stat now reads from temperature map
Added two new types of UnitActivity, EffectAdded and EffectRemoved
Effects can be flagged to notify on add/remove
ActivityData is now a struct
fixed some glitches in the humans torso rotational code to do with not having nav mesh destinationas and added LOADS of comments so Bill can understand
fishing requires a tool "fishing rod"
fishing plays fishing action instead of take all
spears are tool fishing rods
fish spots have a constant ripple effect to make it easier to see where they are on the water surface
Dispenser can now dispense effects.
TakeEffectFromDispenser Action.
small improvement to human fishing anim
added OnAnimationEvent Catch to fishing anim
warmth vicinity removal (as we have grids now)
Dispenser replenishment editor tweaks
Added Activity EntityComponent, event types