196,730 Commits over 4,110 Days - 1.99cph!
Fixed corpses not getting their isCarried animator param set
Minor tweaks to WaitForStatSettings
Set confidence multiplier to 0 on all Abiltiies and Interactions
Disabled "single unit" controller mode, for now
Perception condition fix
Added perception checks to various combat AI goals, plans and abilities
UIManager player/entity interaction checks for cursor moved to SmartObject member
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added CanPerceieveTarget Condition
TaskWidget Animator assignment
GUI scene save
Unit.Senses.CanPerceive overloads
Corpse animation event method cleanup/clarity renames
repaired crafting code to maintain ownership and add ownership to items based on resources provided/crafter
added xp gains from cooking/eating other peoples food
Fixed bug causing hunger spam.
PlayerCameraEditor only updates active camera module when game is running
Player prefab save, follow camera mode offset tweak
IntroUI boilerplate
Fixed TaskWidget.SetState NRE catch
AbilitySettingsEditor fix
Added herbivore combat module, added to relevant Units data
Changed common combat AI module so that "move to target" goal plans include the attack ability in their behaviour chains
Removed crafting from unit radial
Removed "is global" flag from base behaviour data
Removed Abilities from AgentParameters, UnitSettingsEditor
Let's use LOWEST_SCORE_THRESHOLD instead of magic 1000f when converting the resolution of a floating-point number to integer for comparison with zero.
FOR FUCK SAKE wip ice block tileset
Some minor touch-ups to DSE refactor. Looking good!
People are more likely to gather desired items rather than harvest them
Modified DSE calculations for a better average score based on contribution amounts
Automated Windows Build #371
Automated Linux DS Build #371
Automated Linux Build #371
File path sanity checks now ignore the game's install directory
- More tidy up and annotated Bouncer BT
- Bouncer now activates boost
- EnemyAbilityBoost no longer controls activation/deactivation
- Added ActivateBoost BD task node
- Removed debug nodes and trimmed some unneeded nodes from Bouncer BT
stopped exhaust idle getting stuck
ActiveModleTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeType
deleting unused controllers
Throwable weapons balancing