13,600 Commits over 2,710 Days - 0.21cph!
Terminal restrictions and pricing
Visible trail when making routes, Shift click for multi place
More ship improvements
Icons and Stars
Pathfinding refactors
World stuff
Location upgrades
Start of entity purchasing systems
Misc improvements
-Overworld Camera now looks at the current ship when opening the overworld
-Added GoKit for tweens
-Scene loading improvements
-Can no logner build room outside of the ships bounds
Props/Rooms change colour to show if they can be palced at the given position
Initial commit
Initial content stuff
Starting gameplay stuff
PostProcess Stack
NavMeshComponents
Facepunch Plugins
Basic room placement
More room stuff
Doorways and more placement stuff
Corridor and door stuff
Rooms can no longer be placed while overlapping
Camera controls
Unit needs, ship entrace and basic unit navigation
Fonts, prop placement, UI and more need stuff
More needs and interaction stuff
Lets of temporary colours/materials
Wander stuff
Scene loading stuff
Units will now automatically act on their needs
More need replenishment, new vending machine prop
New prop - Radio
Passenger details/Selection
Need state displays
Start of overworld stuff
Basic location import pipeline
Can toggle between ship and world views
Location Details panel
Can now set routes for ship from the overworld screen
Ship status UI
Ship controls refactoring
Added disembarking and embarking behaviours
Diplomacy widget updates status icons based on current relation
Hopefully fixed units waiting forever for thrown weapons that are thrown off a cliff and out of bounds destroyed
New Objective: Befriend A Tribe (added to Washed Up)
Axes and spears are now gifts (Improved versions are more valuable gifts)
New TribeDiplomacyTrigger type for detecting diplomacy changes
Can no longer breed with people from other tribes
Fixed some issues with gifting items
Combat animation changes
Melee bots will now finish their attack instead of stopping mid-animation
Override attack anims on AI characters are now an array that gets used randomly
New combo for Sword guy
MovementState is now set through a method on CharacterBase, not by directly setting the variable (makes debugging easier)
Added a new combo montage for the sword guy, randomly picks between that and the old behaviour
Fixed being able to climb on other unts
Added a GetAllActorsOfClass to DoLedgeTrace which is probably bad for performance - I think this was a recent regression (last successful steam build doesn't have this issue) so not entirely sure what's changed.
New combo for big sword guy
Just one attack, his size makes it difficult for animations to work (swings above players head, sword hits ground,etc)
Barrels can now burn
Wooden shields can now be set on fire and destroyed by fire
Status Effects applied to an actor are now automatically applied to any attached actors, so wooden shield gets set on fire when the holder is set on fire.
Grenades now do x3 damage when used by the player
Removed some time delays when cooking with a stick
Hopefully fixed an issue where FaceTarget would sometimes not fully rotate to the target rotation and would never end
Some more tutorial screen info/images
Added persisted data for consumable (cooked amount/states)
Collated command for cooking items on fire
Can now set the cooked state of an item via the debug tools
More unsaved stuff + fixed build error
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon)
Unlock is silent (no UI pop-up)
Fixed back button in radial menu widget in wrong position
Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator
IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires
Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
Testing out some new senses elect behaviour:
-The party leader's senses are now unaffected by being in a party (fixes sensing themselves)
-Party members senses now use the leaders senses as an additive list, so if the leader can perceive something every party member can also perceive that thing
Kaiju AI purchasing logic
More AI stuff
New kaiju ability - Death Ray
Can now click on boids to select their unit owner
New RTS ability - Light Artillery
Some effect visual stuff
Added exposed interval and initial delay controls to fire trap
Unit path line renderer now increases width as camera is zoomed out in RTSCamera mode
Added a penalty to return to territory module so units are less likely to go home when they have nearby friendly units (safety in numbers!)
Increased party overlay widget view distance to work better with new camera
Fixed sneak and jog party member movement mode behaviours
Power Station and static defense stuff
Fire trap now deals damage
More floor overlap logic
-Added a Box Overlap with Rotation node to the function library
-Back to using classes and not spawning/destroying modules (old logic is still in place)
-Filled in data for the new corner module
-Can turn on debug mode on Gate to auto-generate a level (good for simulating level gen without having to play)
-Fixed a bunch of AI stuff throwing exceptions while game is running in simulate mode
-New floor logic works from an array of connectors so all of the possible connections on a module should be evaluated
Fixed corpses not getting cooked on spits properly, they should now stay on the spit and not burn so the tribe can butcher meat off it as needed
Fixed projectiles not reparenting properly when detached from a corpse
Exiting Effects now get a an extra Tick so that exit actions are run correctly (fixes units getting stuck in stealth pose)
Fixed several audio channels not respecting audio settings (Ambient/Ocean/Weather/Wind are now controlled by the Effects slider)
Added a fire trap that burns actors
More status effect reworks
-Particle FX and SFX are now stored on the effects manager and are spawned/removed by the manager
-Can now specify per-actor what effects are valid
-Added a burning effect with FX, no in-game way to triggger it right now
Fixed wrong equip slot on torch
Added a city asset pack, fleshed out starting town in sandbox
Added an icon for hunt desires
Fixed a set random destination being used by hunting that was set to a 0 radius and was failing immediately
Added a Player desire bonus to move attack to make sure player hunt commands are followed while there are buildings to construct
Collated command for Adding Fuel To Fire
Fixed Breed request not hiding from UI if target is not human (0_o)
Removed some logs
Modules can now set a prerequisite module
A module won't be spawned until the player has seen the prerequisite module.
Modules encountered by the player are counted and stored in the Stats class
Fixed some animation loop issues when crafting an item at a crafting table
Fixed projectiles never getting destroyed
Better bounds check on kaiju primary attack
New flying unit for Kaiju
Added a custom tooltip widget and unit descriptions
Added level functionality to city and kaiju
Unit points now start at 500 (was 2000) and go up 1000/1500/2000 at 75%/50%/25% hp for kaiju and city players
Better decal move markers
Some unit handling improvements
Drag select improvements
Refactored exisitng freeze effect into a new StatusEffectsManager
Should be able to support more status effects going forward (poisoned/on fire/electrocuted/etc) and allows for status effects to be applied to non-character actors.
Added the manager to the spinning trap, so freeze grenades will now freeze it's movement for 10 seconds.
Fixed some fields not persisting in MachineProcessActionDesire