11,584 Commits over 3,622 Days - 0.13cph!
- Island Discovery
- Some notification stuff
- Island appearance stuff
- Added IslandContainerEvents to position people when they're transferred to an island
- Sea travel and island tranferring works but is pretty janky
- Added ContainerUtils.TransferAllEntities
- Added ActionTransferContainerEntities
- Vehicles now unload all their entities to islands (but not visually yet)
- Fixed some control bugs, reworked a bit of interactions. Needs clean up
- Added SeaInteractable
- Added World.GetFloorPosition to get the height on island or sea level
- Stuff I changed this morning and forgot already
- Increased interaction radius of Raft
- EntityContainer now checks if the specified entity already belongs to target EntityContainer when performing a transfer
- Added container events for Vehicles so entities are placed in "seat" locations when being transferred to a vehicle EntityContainer
- Added seat locations to Rafts
- Movement now checks valid layers, can't cheat the system and click a land layer the other side of the size and have something walk there :)
- EntityContainerEvents are now fired when an Entity is transfered between EntityContainer
- Start of Controllable stuff
- Other bits
- Boats kinda work
- Some movement layer mask stuff
- Controls now check if an entity is Controllable, to determine if it can be selected as a unit to control
- Added Controllable script and applied it to People and Raft
- Added an action call EntityContainer.Transfer() to transfer an entity between two containers
- Started vehicle entity and interctable. Entities are now transfered to a vehicle
- Added BaseInteractable as a way for objects to control what actions are enqueued for itneracting with them
- Added ResourceInteractionle
- Refactored controls to use the new Interctables system and not hardcoded
- Added selection highlights
- Selection box now actually selects things
- Made a selection box. Visual only, doesn't select yet.
- Lots of action work.
- Resource died event.
- People will now start harvesting a new resource location of same type when the one they've just deposited has depleted
- Changes to harvesting and stat carrying, so people don't starve themselves to death when they deposit food
- Fix for weird light prefab problem
- Added penguins as food resource. Except people die when they eat them at the moment.
- People are scheduled to consume food every 24 hours
- Made an ActionScheduler
- People now schedule eat actions
- Refactoring the way eating works. Now a consume action.
- Added a bunch of functions and helper classes to handle EntityContainers and resources etc
- Notificaion bubble duration tweak
- A bad first implementation of islands providing food to people and people dying after the island and then themselves run out of food. Needs refactoring
- Added events
- Death event
- Death notification
- Bubble notification system works. Bit rough still
- More notification bubbles WIP
- Added NotificationEvent class
- Added floating text for resource depositing (still need to move the triggering out of it out of the action)
- Made a raft prefab
- Added IslandDetails static class to get info about the specified island
- Added a new NearestIslandLocator script to camera which broadcasts events when the nearest island has changed
- Added Island info UI to show the resource info of the current island
- Added fade in/out to island info UI
- Removed debug spam from MoveTo action
- Deposit resources action work
- Started storage containers
- Entity tracking + container stuff
- Island stuff
- Some audio stuff, selection stuff.
- Increased people collider size
- Cloud tweaks
- Disabled some debug spam
- Added a couple of people sound effect files
- Reexported music to remove silence at start
- Resource harvesting stuff
- Stat transfer modifier WIP
- More resource gathering stuff
- Reworked the way stat mods work
- Actions now have a Begin and Cancel functions
- Actions can now be queued with shift
- Added interaction radius to BaseEntity and made a stone prefab
- MoveTo action now takes an optional stop radius (based on entity radius)
- Added middle mouse drag to camera