193,474 Commits over 4,079 Days - 1.98cph!

7 Years Ago
added ProtoCol.CareerVersion, serialize it into new career file saves
7 Years Ago
league serialization
7 Years Ago
Backup
7 Years Ago
Debug mode for testing Game Z mode a bit more easily + fix for character map object animator warnings + prison island on testmnap_smaller
7 Years Ago
Debug mode allows time for multi clients to connect when testing, and spawns straight to map instead of from the plane.
7 Years Ago
career market serialization
7 Years Ago
more career proto/serialization
7 Years Ago
Possessions debug panel
7 Years Ago
more
7 Years Ago
Backup
7 Years Ago
more
7 Years Ago
more career mode serialization
7 Years Ago
updated cliff02 collision to stop units feet going underground
7 Years Ago
cleanup
7 Years Ago
added flowers back to spawn population
7 Years Ago
Fixed failure notifications for possessions
7 Years Ago
More reliable method of prioritising target item (needs cleanup), items not in line of sight can't be selected
7 Years Ago
Possessions component initial implementation
7 Years Ago
Activity tweaks
7 Years Ago
Logging
7 Years Ago
Fixed Activity notifications not working properly
7 Years Ago
More work on AI behaviour.
7 Years Ago
Fixed various diplomatic event/activity data Tuned AO down a bit Activity creation logged, editor prefs exposure
7 Years Ago
wip career mode serialization. added protobuffer defs for CareerUnit, CareerTeam, Finance, CashTransaction
7 Years Ago
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
7 Years Ago
Only log "no building for tool cupboard" with developer >= 1
7 Years Ago
Action.CraftItem now records who the item was craft for in the activity data it generates Added ActivityData.CraftedFor, and keyword Activity defs can specify a list of conditions and or triggers that will cause related notifications to expire, notifications UI handles evaluation
7 Years Ago
merge from main
7 Years Ago
Added FP integration
7 Years Ago
Merged from main
7 Years Ago
AI behaviour work.
7 Years Ago
Fixed NRE in decay panel Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
7 Years Ago
Unsaved changes
7 Years Ago
Added a Chop Trunks into Logs plan to woodcutter module
7 Years Ago
Added a Go Home method to GameCamera Triggers via H key, has an exposed method on GameCamera to get hooked up to UI Looks for first building in players group, falls back to unit average position if no buildings are built
7 Years Ago
Fix another map object call to animator before it was initialized
7 Years Ago
Fixed "Animator is not playing an AnimatorController" warnings that were causes by making calls to the animator before it had had time to initialize.
7 Years Ago
moved cooking AI to module
7 Years Ago
Moved basket crafting from role equipment to its own AI. People should now only make baskets when there's food to be gathered.
7 Years Ago
Can toggle build menu with B key
7 Years Ago
Added a prison island to testmap_smaller
7 Years Ago
Added a debug mode that spawns straight into the zombie game and allows for having only one player
7 Years Ago
Roles install AI modules Added Woodcutter module
7 Years Ago
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
7 Years Ago
Posessions boilerplate
7 Years Ago
Role on click should always work if no other interaction was found
7 Years Ago
Scene
7 Years Ago
Crafting for self and for tribe are now separate Goals Tidied up Senses lists
7 Years Ago
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
7 Years Ago
Cooking (and basket making) now unlock upon building a crafting table. Rock is no longer a tool