19,298 Commits over 1,614 Days - 0.50cph!
Added some front-end calculation display for Attributes in the Before Editor
Check out my abs (olute values)
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
Fixed a couple of UI issues
Improved View handling in Species editor
Sepcies Unit prefab and view creation improvements
Fixed NRE in GroupSpawner
Fixed issue with species prefabs not being created properly
Species unit prefab now sets up all required components properly
Changed prefab naming convention ("." replaces "_")
Biome species list NRE fix
SpeciesSettings.GetViewPrefab NRE/index fix
Actually fixing that method
Initial work on interaction refactor
Fixed mysterious invalid gameobject error (Bear asset needed reimporting with the optimize transforms option...)
Expanded IController and ISelectable implementations
PlayerController replaces PlayerUnitControls, handles interaction for various types (Units/Buildings/Resources) and serves as a base for all selectables
Nuked PlayerUnitControls
Updated GSD/GDS
Ported selection drawing prototype code to PlayerController
Fixed drag rect selection
Merge from interaction refactor
Updated GSD for tribe changes
New Startup/Logo UI for standalone build
Bad usings in species settings
Fixed FoliagGroup material copying/assignment not working
Cleaned up DebugUIZoneTab a bit
ISelectable improvements, added widget and some listeners in GameUI
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
Added FollowWorldSpaceTransform() method to UIWidget base class
Moved interaction interfaces to their own files
Shift/Ctrl modifier key handling in PlayerController
Added ItemSettings / Item / IItem
Reworking ResourceSettings / Resource
SmartObject reference now passed through ActionChain CreateAction and so forth
Re-wrote HarvestResource
Updated Before Editor tabs for Action and Resource
Fixed SmartObject Init setting incorrect subscriber count
Fixed SmartObject incentives list not being initialized
Fixed BeforeEditor CreateNewView naming skin transform incorrectly
PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available
Deleted some old actions
"Fixing" some NREs in ActionChain
HarvestResource cleanup
Fixed weird ActionChain override bug (it wasnt null like it should've been)
Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
Human views no longer flagged to apply root motion (caused weird offsets)
Hide human mouth plane
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added
Renamed PlayerCameraControls to PlayerCamera
Ported interior/exterior transition stuff out of Player and into PlayerCamera
General refactor/cleanup of Player
Fixed some annoying width crap in the editor UI
Fixed GoToSmartObject directives compile error (ty resharper)
Cleaning up Activity a bit, added CreateUnitActivity Action
Removed IResource
A little more Activity cleanup
Placeholder berries item view
Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots.
Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
Upped attribute modifier precision
AgentManager ticks every 5 TOD seconds
New game will always start at 6am (random month between March and August, random day)
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
-merged with main
-influence maps are now threaded, albeit still solid circles. Radiuses shall be in game units, and currenty there's no support for the 'influence' variable (but only for the radius)
Action refactor v1
ActionChains now have a single execution method in Run()
Action has mehods for Start, Run and End
Refactored all existing Actions
Added smartobject_test scene assets
Basic Item consumption now works.
ModifyAttribute supports Consumable derived "settings"
Added PickUpItem and ConsumeItem actions
Add/Move/Deletes that I missed
-merged with main
-fixed bug with focus point of camera rising
-consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
Renamed Incentives to Interactions
ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init