19,298 Commits over 1,614 Days - 0.50cph!
Water splash fx material uses lit alpha blend shader
chagned hand positions in happy anim
tribal drumming loops added
Stat fields + defaults in IsWithinPerceptionRangeSettings
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Fixed approaching targets in combat
More tweaks to approaching in combat
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Effects now support keyword replacement in their descriptions
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
Fixed bad path in SceneLoader
Scoring of roles.
Remains to properly enter and exit acts through the chain of acts for a Social, need some kind of callback to hook up to on Act finished.
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Combat Ability Selector logging
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Breeding now works, but have to set up callbacks to catch when we should exit an act (and in turn a social) that we can properly uninstall act/role modules, and continue the chain of acts for a given social to solve more complex socials.
Fixed Resource interaction skill usage
Fixed more skill usage data
ExitAct in Social works now, which removes the module of the act.
EnterAct for next act in chain of Social works now.
EndSocial works now, which removes all participants and destroy the Social entity.
Merged from main to keep branch healthy.
tortoise rename
morphs to nutition
missed from last checking, tortoise idle (hasnt really changed)
Fixed the statistical model for breeding to take menstruation cycle and chance based on when last the tribe had a female pregnant.
Merged from Socials branch (Breeding).
SkillLevelDefinition IComparable
AssetEnumDrawer sorting
Set Human basic attack to use correct skill
AssetDropdown rename / tweaks + comments
DataAsset.IComparable
Fixed potential NRE in IsCarryingRequiredToolCondition when the player tells an animal to harvest something that requires a tool (only possible in editor and a bit stupid, but hey)
NRE catches in UnitView Update/LateUpdate
Catch potential NRE in UnitIsGroupMemberFleeingCondition when a unit does not belong to a Group
Effects data stores a list of morphs, rather than just one. Matching morph picked using unit gender + age
Added UnitInteractionState behaviour to all relevant states (item switching)
UnitSpawner "base" building is actually optional
Fixed entity physics toggle failure
Fixed potential NRE in CraftItemSettings related to Skill usage
Rebaked smartobject_test navmesh to include some padding around the walls
Cleaned up skill usage in Combat+Callbacks, CombatAlgorithms and TakeEffectFromDispenser to fix potential NREs
ItemDesire fulfillment checks test whether items are unlocked