13,523 Commits over 2,922 Days - 0.19cph!
Merging objective unlock display
Objectives widget now shows the requirements for the next 2 unlocks as objectives
Implemented in a kinda hacky way, I make a fake Objective based on the unlock definition (can be disabled by toggling off showUnlocks on the objective widget)
Added world layer to camera occlusion highlighting
Can close build panel by clicking on build button again
Fixed unlocks not unlocking for building placement if the building was placed in one session and finished being built in another session
Made eat a berry interaction positional and non-exclusive so more than one unit can eat from a berry bush at once
Tripled input values for all campfire inputs - should make campfires last longer and make units less likely to spend all of their time tending to the fire
Advanced Crafting now unlocks after building a crafting table
Set "Craft Item for find desires" goal to the crafting role
Disabled raids, units aren't good enough to survive right now
Fixed crafters not crafting items for other people if the item to be crafted had 0 required roles assigned to it
Fixed the game failing to load if an unlock that was unlocked in a save game has been deleted or is no longer available
Added a last hunt time to Roles data, stores the last time a unit went on a hunt
Added a Time Since Last Hunt consideration, trying to push hunters to go hunting every 1-2 days instead of waiting until tribe is hungry (cooks collecting berries is preventing that from happening)
Added some hunting area hints on Island_01
ItemFilter can now ignore specific weapon types, used this to make sure hunters don't go hunting with improvised weapons (sticks)
Hopefully fixed an issue where multiple recommended item craft desires were created if a unit doesn't craft the recommended item fast enough (should fix people making 4 hand axes lol)
Added a 10 second fallback to InStationaryState on the Animation component, units are sometimes getting stuck in this state
Fixed a bad target on the find to container to fill filter, should make units be a bit less aggressive with the constant berry harvesting
Before crafting a recommended item, a unit will check that the number of identical items in the group is less than the number of units with the same role (this prevents cooks filling up a basket, placing it and then making a new basket because they no longer have a basket over and over again)
Renamed Bows unlock to hunting - triggers after crafting a spear or wooden club and unlocks bows, arrows and the hunter role
Fixed unlock definitions marked as not game valid appearing in ui
Fixed roles not getting correctly unlocked via unlock definitions
Fixed roles unlocked during gameplay not becoming clickable in the role selection foldout
ItemContainer now shows what's in the container on the tooltip (not currently visible, tooltip text is being truncated)
Added another rock spawner to the outcrop on the left of the starting camp
Disabled physics on the rock spawners, stops rocks ending up underground
Fixed eat from dispenser filter not looking for resources (was ignoring berry bushes)
Crafting Table now gets unlocked after building the basic hut
Bow and arrow now gets unlocked after crafting a wooden club or spear (was tied to whittling skill)
Stone Axe and Rabbit Trap now get unlocked after building a crafting table
Removed gatherer role requirement for fire management
Switched fill containers goal from gatherers to cooks
Removed basket recommended item from gatherer
Added basket and hand axe to recommended items for the Cook role
Added a minimum move speed to the Navigation component, defaults to 0.5
Fixes units getting encumbered to the point they can't move
Fixed decay values on clothing getting set in non-normalized space (was setting decay to 80 when a unit got hit, which made all of the unit's clothing invisible)
Added a slider to the Decay component inspector to manually test durability changes
Baskets now get placed instead of dropped by AI gatherers, fixes baskets full of food rolling down hills and falling into the ocean
If an item is recommended by a role definition, keep desires will now treat that item as required (fixes gatherers dropping their baskets at weird times)
Added a container capacity consideration
Restricted baskets to only carry food
Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire
Can now check if an item is in a container with an item filter
Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned
Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals)
Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
Fixed a dumb copy+paste error
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)
Raid positions are now checked to ensure they can reach the player's camp - prevents spawning raids inside cliffs
Don't calculate lag locations (used for party movement) if we're not in a party
Added a rock spawner near the starting area on Island_01 so the first building is easier to make
Fixed smartobjects initialising their interactions before their interaction positions (caused the interaction to not init successfully, made buildings impossible to interact with)
Reverted wolf aggression back to 2 (was 2 before raid changes, ambient pre-existing wolves are too aggressive on island_01)
Added a Raiding effect that gets applied to units to increase aggression during raids
Added random ranges for time between raids
Added a starting delay for raids (set to 24h, so raids start on the second night)
Added a button to launch a raid immediately in the diplomacy inspector
Exposed raid sizes on the diplomacy parameters
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
Clean up/remove old fader occlusion system
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
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
Raid gets disbanded once the target interaction is no longer valid
More raid stuff, animals will now eat food they find in your camp