13,600 Commits over 2,710 Days - 0.21cph!
Cleaned up some now unneeded raid creation stuff
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
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.
Switched night time consideration to use the TimeRangeParameters system
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
Updated blackboard syntax based on main changes
Updated UnitStatusUtility to return friendly if unit a and unit b are player controlled
Fixed minimise dithering on build panel
WIP smart object rework that allows for multiple users of an object
Tweaked aggression values to make animals more dangerous (just wolves right now) and fixed some issues with calculating hostility
Raid target falls back to just going to the player camp location if no valid interactions (like eating) are available
Tribe spawner now tracks ItemViews as well as BuildingViews so proper items are spawned with the premade tribes
Added a MoveAwayFromFire goal to animal idle, lets torches and campfires act as deterrents to animals
Player's group diplomacy component now tracks the last time the group was raided and added a 12-24hr cooldown so raids don't happen too often
Fixed error prompt staying on permanently if game is paused
Block steam init in editor
Unsaved changes
Passengers can now stay on board for multiple stops
Fix missing steam_api64.dll
Raid gets disbanded once the target interaction is no longer valid
More raid stuff, animals will now eat food they find in your camp
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up
WIP raid objectives, animals will only raid if there is food in the camp
2017.2.0p1 unity version for builds
Reworked raid objective (just position for now) into a new RaidDesire desire type. Can eventually be used to store an objective for a raid (eat from this spit, attack this building, etc)
WIP hostile raiding implementation
-Only implemented on wolves
-Similar system to Human Party system (should theoretically work with hostile tribes as well)
-A collection of 2-4 units is created at night, the collection leader then finds the players territory and starts moving towards it
Updated CameraOcclusion system to use new unit highlighting system
Updating occluder branch from main
Potentially fixed a bad angle calculation in CalculateAttackAngle
Shift CLick placement for rooms+props no longer needs shift
Changed ship sounds to linear falloffs
Added autosaving every 5 minutes
Fixed some stat display issues
Fixed some save/load issues
Can change headquarters location
Fixed some pretty wacky building bugs
Trying out a nicer panel transition
More tweaks
Fixed missing stats on ship purchase screen
Ship stuff
Updated What's New
UI + World stuff
Fixed some path issues
Added distance calculations for ship travel
Misc fixes
Fixed busted scrolling on Save/Load
New location upgrades
Added world offset to prevent sfx overlaps
Fixes
Zoom tweaks
Radios now sync their audio
Fixed game breaking when saving/loading while disembarking
Whats new gifs
Because still images are so 2016
Start of an audio pass
More audio
More sound stuff
Added sfx and particles to radio
Can now ignite an unlit igniteable while holding a lit item (previously only the opposite was possible)
{BLACKBOARD_ITEM} keyword can now be used on goal plans
Added an extra indicator when placing items to indicate where an item will go and what it's rotation will be (outline material used for building placement is hard to see on small items like torches/baskets)
Can now specify on a placeable item whether it can be rotated, defaults to true and marked torch and basket as false (rotation has no impact on these)
Fixed being able to trigger place item on something that isn't held
Items now store if they were placed when saving, fixes placed items getting physics enabled after loading a game
Added baskets to the advanced crafting unlock (reach apprentice whittling)
Added a missing ProtoInclude for PersistedIgniteableData