199,443 Commits over 4,140 Days - 2.01cph!
MatchSimulator events.
Match results UI code.
Tribe tracker role assignment via right click foldout
Probable fix for AI sometimes not acting or ending turn.
Fixed culling-related flicker sometimes when spawning a new object
Fixed flicker when toggling culling.world (proper)
Fixed EvaluateInteractionForAllUnits NRE. Cleaned up related methods to avoid NREs
Fixed tribe tracker NRE when selecting non-player controlled units in debug mode
Couple more NRE fixes when debugging animals
Updated blackboard syntax based on main changes
Updated UnitStatusUtility to return friendly if unit a and unit b are player controlled
Interaction Desires for multi unit interactions WIP
Fixed map button not working
Removed zoom to map/to game code from camera code
Disabled primitive shelter, made basic buildings the lowest tier unlock
Added different respawning modes, ui etc. to support game mode
Added PlayerAssignedRole activity type, PlayerRoleAssignmentTrigger
Minor activity refactor, enum generation
started splitting career and leage advancement into separate RunWeek and AdvanceWeek processes.
player match results now register results and update the player's team in the league.
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time)
Raids should now happen at night
Added PlayerPlacedBuildingTrigger
Switched night time consideration to use the TimeRangeParameters system
Added new basic tutorial for building placement, role assignment (WIP)
Fixed definitions name lookup fuckery
added building objects for spawners
Reworked raid creation - Diplomacy component now has a raid time and possible units to spawn in the raid. It then spawns these units as a collection and triggers the existing raid mechanics.
This is instead of creating a collection out of existing units, this approach didn't really work in proper game scenes since animals were often killed or scattered.
spawn objects added to buildings
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
Cleaned up some now unneeded raid creation stuff
Clean up/remove old fader occlusion system
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
Lots of sound tweaks and polish
Campfire/furnace ignite & extinguish sounds
Ceiling light on/off sounds