19,298 Commits over 1,614 Days - 0.50cph!
Combat appears to more or less work now, with some jank still.
Removed un-used Goals/Plans/Selectors from the AI database
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires
Actions.CraftItem also creates Desires for newly crafted items
Player kill desires being removed also results in combat target being cleared now.
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
Tweaks to fleeing calculations
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
Avoid using GameObject.SetActive in potrait manager
Removed tick from UnitPortraitManager
Made PlayerController.OnSelectionEmpty more reliable
Random clothes in tribe start WIP (probably bugged due to preview item code)
Fixed bad perception condition in combat module.
Sneaking now decreases visibility.
DebugToolsObject GUI tweaks
UnitViewEditor matrix tweak
Upped the senses range multiplier
Units don't sense themselves.
Senses debug overlay shit
Fixed dead units not creating corpses
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
Social Abilities not player exposed
Hopefully fixed units staying in combat when their target dies
Split Dispenser into partial (Dispenser and Dispenser+Items)
Ugh, forgot to add new files.
stone build sfx re-assigned to anim
Delivering a killing blow should now always cause death
first pass fish and fishing
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
Fixed crappy bug in BaseUIObject that resulted in the building inspector window being unresponsive and closing on click
Fixed command buttons not showing
Grass grid (top priority shit right there)
Buildings should now be able to contribute to their group's influence map.
more crafting sfx fiddles
Fixed typo in BuildingSettingsEditor
Added two animal den buildings
Replaced all animal dens in island01, set up spawners to use them
InfluenceData.Contribution has the Range field attribute
Removed building completion actvity generation from Building, into PlayerController
tool build success sfx added
Nuked GroupMember
Group is now in BaseEntity and has been merged with OwnerGroup
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
Groups created from wrapper data, numerous refactors and fuckery
Left a TODO in IsInTerritoryConditionSettings.cs
Groups now have a territory grid, and buildings have been set to influence that
IsInTerritory now uses grid
randomised fish jump timing and setup effects to spawn via events on the animation
Condition Evaluate methods no longer abstract, warnings logged when we call the base method unintentionally...
removed events in lieu of a fix as it was spamming the console despite not doing it for me when I tested before checkin a few mins ago
ConditionSettings.Evaluate logs use type name
Fixed logging spam for some conditions