12,640 Commits over 3,803 Days - 0.14cph!
- Moved building UI to the bottom of the screen
- Reduced scale amount when hovering over build UI options
- Fixed bug with the TransferContainerEntities action never getting flagged as completed
- Can now only build on discovered islands
- Added NoStorageEvent for when a unit tries to returnharvested goods, but there's no storage available
- WIP camera changes. Now zoom/snaps to nearest island to cursor. Need to make this an alternate zoom mode by middle clicking an island and leave default zoom to old way.
- Todo list
- Made icons white
- Todo
- Can now cancel out of any special control/build mode with right mouse
- Icon tweak
- Building UI options now have icons
- Building definitions have icon property
- Buildings have a tier property, and are listed in UI by tier order
- Debug visualiser done for now.
- Nearly there, made an on top shader for line positions
- Visual debugger visuals++
- Visual AI debugger progress. Visual-ish.
- Started making an Action Queue visual debugger. Has no visuals.
- Started refactoring some stuff to support the new gameplay changes
- Bridges now require resources
- Birdge pillars now have colliders
- More controls, more building stuff, more more
- Pathfinder cleanup. Now outs a list of islands
- Started making a Bridge/island pathfinder
- Tired to make wood look more like wood would
- NRE fix for when leaving bridge building mode
- More bridge work. Getting there
- WIP bridges commit before I fuck it trying to make it better
- Added some UI defines and methods to format/colour stat based text
- Fixes for island animations/parenting
- Setup island for animation
- Added a island bob and sound when placing a new building
- Added ConstructionCompletedEvent
- Added StatTriggerConstructionCompleted
- Other shit
- Consutrction UI now changes control mode and lets you place the buildings if you have enough resources.
- Some tweaks to the construction UI, shows resources needed.
- UI building menu is now automatically populated from any building scriptable objects at runtime
- Started moving to scriptable object definitions for buildings.
- Added Construction static class for construction shit
- Started implementing the different control modes as separate classes and switching between active modes
- Island should now sink faster the more buildings they have. Probably.
- Some construction UI stuff
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements
- Made a House.
- Setup storage building visual states
- Animation event audio
- Some audio
- building shit
- People can now go 2 days without food
- Made StatVisualModel to control how an entity appears visualy based on a Stat
- More construction work