19,298 Commits over 1,614 Days - 0.50cph!
Added Settlement entity type
Supplies are now tracked for each settlement (GroupSupplies component now a Settlement component)
Settlement indicator/info UI boilerplate
Biome weather weight/druation/temperature tweaks, added hazy foggy and overcast to other seasons
Fixed biome weather editor not adding new types
Added EntityEx.AveragePosition (list of T : IEntity)
UI Scripts cleanup
Fixed data browser showing empty categories
Version++
Removed housing & food count from tribe UI, pending settlements UI
Added Unit Families for more detailed control over hostility checks and fleeing.
Improved some combat AI to make raiding work better.
Bigger NavMeshAgents on Rat and Wolf
use actual distance instead of senses distance in melee range check
Alert effect now works as intended
missing profiler EndSample
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects
Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition)
Loads of AI trigger refactoring
Settlement UI placeholder
Added Fight chance override for ages / genders.
Stags now have some chance to fight
Reduced penalty for targeting fleeing units.
Merged methods for enabling and disabling avoidance into that property that also does it.
Commented out the avoidance fuckery in navigation tick.
wolf backwards root motion (for testing)
Animal idle wander AI re-enabled
rat meat and skeleton mesh
Units are assigned to first settlement created, subsequent units are added to the closest settlement
Settlement creation UI
Unit rotation util stuff moved to UnitView
Split UnitView appearance stuff into a partial
Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl
Settlement UI in world space
Worldspace UI can use game camera
Settlement stats (happiness, food supply, housing) on UI
NRE fix, tribe tracker cleanup
Settlement happiness driven by need events, affects tribe cohesion
Fixed needs triggering multiple times for the same entity
ValueElement can optionally tint text and icons as well as the fill bar
enabled wander to territory module on animals
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
Setting Combat Target overrides wandering plans
Secondary slot emotes should no longer happen if primary is already emoting
Moved triggers, cleaned up a bunch of conditions
Fixed some activity types not being picked up by the notifications UI widget
Added NavMeshAgent.updateRotation to debug panel
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Activity descriptions, data
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
Fixed shitty ping pong behaviour in Human-Cook AI module
Progression window cleanup
More UI modal state cleanup
Fixed people not dropping other units when reviving them
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
Settlement indicator foldout from icon on click
TargetIsWithinAggroRange overload fixes
break condition on Approach Player Units Goal plan
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
Fixes roles assignment UI not showing unit rows
UnitInfoWidget optimisation