19,298 Commits over 1,614 Days - 0.50cph!
Actions hold reference to their state where appropriate
Actions can override Tick
Added MoodOverlay camera effect, desaturation linked to tribe's average Mood
Adjusted and exposed Mood thresholds in MusicManager
first go at sabetooth improvements
Added Activity types for various death types..
Added Relationhip Consideration
Extended Relationships adding flags, events and a bunch of API
Units have relationships with their Group members by default
Units will get sad when they witness death
Relationships are formed when two Units first see each other
Fixed OnActivityGeneratedTrigger not working
Improved stat cap modifier application (min value only)
fixed some bad movement speed data
Fixed MusicManager.OnTribeMoodChanged being shit
Desire momentum drain rates increased
Fleeing now continuously updates destination.
Fixed some AI data which was causing units to sometimes walk when approaching combat targets.
fix for run using the wrong speed and added some new sabertooth movement anims
Skill levels now use Definitions
Refactored a bunch of data editor stuff for no good reason but hey it's nicer code. Go me.
Fixed stupid things in DebugToolTab
Added Scenes menu, to load common scenes in fewer clicks
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Added UnitCollection Blackboard key
Fixed the DataEditor slow startup
Some fixes to Unit Collections.
Added AI module for joining the largest collection
Potential fix for atmospheric music cutting into event music
Yet another notorious merge from main.
improved sabetrtooth locomotion animations
human male asset (nothing hooked up)
DataEditor now remembers which tab you had open between session/compiles etc
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
Skill level def values, editor sorting
Removed duplicate global trigger eval flag
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
StatModifier.MinipulationType not pulling value from data params when present.
Fixed a plethora of broken shit in Stats, reimported stats data
Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
added drum item, animations and is drumming bool
Reverted GroupStats MaxValue change, added averaged Cap value
Only Units run stat simulators (for now)
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
crying anims to the crying emote
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
Hopefully fixed NRE when attempting to join a no longer existing collection
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button