167 Commits over 60 Days - 0.12cph!
- 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
- Some util changes
- Started construction stuff:
- ActionConstruct
- ActionConstructTick
- BuildingInteractable
- Can now issue controls at any zoom level.
- Set Island interaction radiusssssessesssiiiii correctly
- Fix for interaction position
- Selection/action sound FX are now random and volume back to 1 from 0
- Camera can now pan to a location
- Notifcation bubbles can now be clicked to focus the camera on the notification entity
- Raft now moves faster
- Made trees easier to target
- Fixes
- 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