19,298 Commits over 1,614 Days - 0.50cph!
Added option to hide assets with no editable properties in BeforeEditor
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset)
Added Editor designs for Resource (Dispenser) Item management
Fixed a dict lookup error in BeforeEditorTab
Better handling of MinMax sliders (float rounding to decimal places)
Building now derived from Item (which feels wrong, might rename Item to Entity?)
Removed ResourceType from DispenserSettings.Item
Added ItemCategories enum
Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
Building construction requirements groundwork
- Added AddToStockpile Action
- Added DepositItem Action
- Added ConsumableView, ContainerView
- Added Placeholder Sticks and Wood Views
- Added Constructable SO
- Cleanup/Fixes
Removing Colliders from Zone in all scenes
Arid Biome + Palm FloraGroup. ZoneSeasons editor update tweak (fixed biome editing preview)
Fix ZoneEditor not persisting the correct Biome enum
- Item Refactor
- ItemSettings, Item and ItemView no longer abstract
- Added ItemComponent
- Resource renamed to CraftingMaterial
- Containers renamed back to Resource (TODO : Add generic Container that Resource and others will derive from)
- Resource, CraftingMaterial, Consumable and Equipment all derive from ItemComponent
- Added Editor tabs for different ItemComponents
ItemComponetSettings creation first pass
- Improvements to item view handling in BeforeEditor
- Added some basic art for wood/stick/berries items
- Resource now creates Interactions before passing them to its sibling SO. This is hacky for now, but it works
- Added Scripts/Utility/ItemSpawnTester
- Added Item.StoneAxe and art asset
- Added EquipItem Action
- Added Equip Interaction
- Added Equippable SmartObject
- Added Human+Equipment which handles equipping Items with Equipment components and attachment points (rough)
- Updated HumanMale with rig updates
Which all means that Human units can now pickup and then equip items to appropriate attachment points!
updated human male assets
- Renamed Equipment ItemComponent to Equippable
- Added Position and Rotation Offset for items when IsCarryable
- AttachmentPoint improvements
- Fixed NRE when SO vicinity radius is 0
- Updated HumanMale assets
- Moved Human+Equipment logic and attachment handling to Unit+Attachments
- PickupItem now calls AttachItem
- Added Head attachment point to Human rig
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items
- Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
Attachemnts dict no longer uses string keys (AttachmentPoints enum)
Draft radial/context menu implementation. PlayerController deals with popping the radial and passing in the smartobject on RighClickDown. If an SO has more than one interaction, we should the radial with a button for each, otherwise right click will call TrySubscribe on the first interaction.
- Added Container/ContainerSettings item components and editor tab
- Splitting up PlayerController a bit into partials
- Added Container interaction handling to PlayerController
- Items can now only have a single ItemComponent of each type (for now)
- Refactored item view handling and setup (mostly for resources and buildings)
- Units can deposit items in containers, a temporary set of interactions is created when the player pops a radial on a container
Added PickUp interaction to the Comsumable SO template
- Added Unit Flags system and Actions to Get/Set them.
- Added UnitFlagCondition
- Death Effect reworked to check/set flags so it only gets triggered once
- Added Starving effect applied when Hunger reaches 0
- Fixed Unit.View.Animator NRE
- Fixed NotificationsWidget not firing when Activity is added
- Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name).
- Asset types are now shown in ReordableList elements in the editor
Adds/Deletes/Moves I forgot to tick like a dumb dumb
- Added basic fail state, when the player's tribe dies out, we pop a UI modal
- Fixed ActionChain constructor not assigning hashed_id of the EffectSettings
- Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times
- Fixed PlayerCamera still taking input when UI in Modal state
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.
- Building view creation tweaks (consitency between Item/Resource setup)
- Updated campfire asset
- Added DepositToBuilding and ConstructBuilding actions
- Added Construct and DepositToBuilding Intercation chains
- Player can place campfires by right clicking on the ground (without a unit selected)
- Units can deposit items in buildings that are not constructed. A campfire takes 5 sticks to build
- Campfires also create a TribeHub object which tracks the available items within a radius (currently 50 units).
- Player can right click on a campfire and pick additional buildings to place. The list is filtered by availability, which is determined by the building's requirement list wihch is checked against the TribeHub stockpile via the campfire
- Items deposited in buildings are deactivated
- SmartObject EnabledInteraction now adds the interaction if it is not in the list
- Organising Scripts/AI/Common/Actions a bit
- Re-wrote ConsumeItem to deal with consumable effects instead of firing a seperate Modify Attribute action with derived settings
- Fixed some PlayerController selection/interaction issues
- Cleaning up Building a little
- Added Rested Effect
- Added MinimumInteractionDistance to SO, dealt with in GoToSmartObject for now.
- Fixed Item.DestroyItem coroutine not firing properly because the item was inactive
- Added Obstacle componenets to various view prefabs
Moved editor styles to seperate file
- PlayerController tweaks, better radial handling (no longer puts UI into a modal state)
- Tweaked UnitInfo a bit, added Birth date set on init from TOD (offsetting starting units with a random age hacked in for now)
- Refactored SmartObject interaction management methods, they now take params instead of a List of interactions, added an overload which takes string args
- Added Wolf species assets
- Re-made all animal Animator Controllers
-committing absolutely nothing, trying to get out of plastic hell
-your humble subject, begs at your feet for merging with main, oh Dark Worldestroying Machine