19,298 Commits over 1,614 Days - 0.50cph!
-removed debugging message
Added InCombat bool param to base animal anim controller and human controller
Renamed "ow" anim state to "hit", removed EnableRagdoll behaviour
Fixed issue with BehaviourChain not completing properly
Fixed flee destination calc being stupid
Disabled ragdoll behaviour on animators entirely
Unit death changes, added anim bool and secondary state blah blah blah
Added atmospheric music 22
-camera target doesn't go underground when zooming in at low fps anymore.
-fixed condition template
These mats shouldn't be pink.
Unit+Family becomes Unit+Relationships, groundwork for more detailed data
PFX folder stuff.
Scene file.
Unit reproduction code split to partial
UnitCollection draft impl
Moved fields out of PlayerCamera+Input, exposed double click delay time in params
Updated all species unit collection params data
Remove dead units from UnitCollections
Added target tracking to Unit+Combat, InCombat UnitFlag and some other combat related tweaks
Added UnitIsTargettingMeCondition (ew)
Updated ThreatLevelConsideration to pull data from senses
Renamed optiosn class partial
Fixed double click delay being too small
Added AntiAliasing GraphicsOption
Added draft protection/fight back goals data
Updated physics layer collision matrix to reduce UnitCollection trigger overhead
Fuck off SSAA you break everything
Lets use Unity's shitty cursor rendering
ItemManager pooling/cache
Fog tweaks
Fixing issues with item pool and resource item dispense
Just adding sanity checks to graphics options. No guarantees code-side.
Made changes to atmospheric pieces 1-5
Next Goal Plan Variant as part of Debug Inspector.
Display goal/goal plan weight in listings, fixed some warnings
Survival goal weight tweaks, increased Player goal momentum
Fixed Unit+Combat.OnAttackHit NRE
Goals : Fight/Flight data tweaks
Effects : Moving, Srinting drain less stamina, Resting and Sleeping have higher gains
Unit+Combat improvements
Fixed BCD not read/writing the Unit property
Added atmos music no.23 + changed some labels
Prevent ping-pong decision making (theoretical fix).
DecisionPlanParameters.MomentumDrainRate min value now 0.001
-grabmove is dampened
-camera raises its height better
-grabmove reliably works when camera is skewed down (and still only initiates if you mmb on ground, as opposed to , say, sky)
-when grabmoving the camera still follows the lay of the land (ie. raises if running into mountain)
Changed default momentum drain rate to 0.001
Added VE Fire Threat to Burn Fuel process.
EffectParametersDrawer enabled again
Give player commanded goals a bit more power.