13,239 Commits over 2,680 Days - 0.21cph!
Cleaned up some warnings
Zero warnings forever!
More route placement stuff
World Ship now updates colour
Ship purchasing screen
More input stuff
WIP route palcement improvements
More shield charge stuff
Really bad effect, impact causes damage
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
More serialisation/bug fixes
Added a screen fader to hide the ship transition
Can now click+drag to place corridors
UI Fixes for multi ships
More multi ship work
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
Removed time hack on session load, doesn't seem to work anymore
Time fix on load
Fix units trying to recook an already cooked thing
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute
Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
Basic framework for customisation on new game
Company name + Colour
More ship stuff
More ship model stuff
Session fixes + WIP ship model
Can now delete save files
WIP ship select screen
In preparation for multiple ship systems
More multi ship work
Fix dead units getting their navmesh agent turned on because of another navmesh fix
Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
Fixed misleading cookable tooltip text
Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
More ability use cleanup/tweaks
More wip shield charge stuff
Shield Charge now knocks down units in path
AI now has the ability to declare if they have a special ability
Want to use this for various unit specific stuff like kicks, shield bashes, etc
Seem to have fixed Time Of Day not working
WIP Save/Load logic refactor
Breaking everything
More Save/Load stuff
More Save/Load progress
Still mostly broken
Better corridor logic
Lots more save load stuff
Kinda working
More Save/Load
Scene loading tools
Fixed props not placing/loading
Clean up
Can now load a saved game via the menu
Saving is unavailable until I make more UI
Can now save in an arbitrary slot and load a slot
Added a load screen and finished the last edge cases for scene loading
Units and location upgrades serialization
Can now save in an arbitrary slot and load a slot
Added a load screen and finished the last edge cases for scene loading
Fixed spit missing building requirements (now requires 3x sticks)
New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness
Fixes meat spawning on top of the campfire collider and being really hard to click
TakeFromDispenser will now break if the dispenser is being held by another unit
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
Can now load a saved game via the menu
Saving is unavailable until I make more UI
Scene loading tools
Fixed props not placing/loading
Trying out a new shield bash enemy, pretty bad right now
Not quite working yet
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
Lots more save load stuff
Kinda working
Added a LoadObject Library node
Seems to work better than the AssetRegistry, even though it's mostly doing the same stuff. Old AssetRegistry logic is still there if we need it.
More Save/Load progress
Still mostly broken
WIP Save/Load logic refactor
Breaking everything
Room placement improvements
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Fixed carried units appearing in a units portrait view
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Fixed terminal purchases not deducting cash
Enabled cheat codes in builds
Better selection ordering, fixed units not falling back to inferior props