193,474 Commits over 4,079 Days - 1.98cph!
added ProtoCol.CareerVersion, serialize it into new career file saves
Debug mode for testing Game Z mode a bit more easily + fix for character map object animator warnings + prison island on testmnap_smaller
Debug mode allows time for multi clients to connect when testing, and spawns straight to map instead of from the plane.
career market serialization
more career proto/serialization
more career mode serialization
updated cliff02 collision to stop units feet going underground
added flowers back to spawn population
Fixed failure notifications for possessions
More reliable method of prioritising target item (needs cleanup), items not in line of sight can't be selected
Possessions component initial implementation
Fixed Activity notifications not working properly
More work on AI behaviour.
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
wip career mode serialization.
added protobuffer defs for CareerUnit, CareerTeam, Finance, CashTransaction
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
Only log "no building for tool cupboard" with developer >= 1
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
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)
Added a Chop Trunks into Logs plan to woodcutter module
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
Fix another map object call to animator before it was initialized
Fixed "Animator is not playing an AnimatorController" warnings that were causes by making calls to the animator before it had had time to initialize.
moved cooking AI to module
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
Can toggle build menu with B key
Added a prison island to testmap_smaller
Added a debug mode that spawns straight into the zombie game and allows for having only one player
Roles install AI modules
Added Woodcutter module
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)
Role on click should always work if no other interaction was found
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool