549 Commits over 215 Days - 0.11cph!
Two new console commands:
fill_stockpile - fills whatever stockpile is under the mouse cursor with the appropriate item
finish_build - finishes the construction process of whatever building is under the mouse cursor
Added console command:
god_mode - pass true or false to enable/disable god mode. God mode stops player controlled units from dying (they can still take damage)
reworked god mode command to set unit health to it's max value any time it's not at that value
Two new console commands:
death_touch - pass true or false to enable death touch mode. When enabled all player controlled humans do 9999 damage
teleport_all - teleports all controlled humans to the position of the currently selected human (might expand with more teleporting options)
added a "teleport_to_position" command that teleports all units to the location the camera is currently looking at (use with free cam mode)
teleport_all now directly accesses the selected unit
added new Rally Group command to radial menu
finish_build console command can now (mostly) finish building upgrades
trying out several player building placement logic tweaks:
-building rotation is now updated even if the placement is invalid (fixes buildings getting stuck in invalid state/rotation)
-building rotation should now be more reliable/steady when moving a building
-fixed buildings not updating their valid placement check when rotating
merging ConsoleCommands branch
merging ConsoleCommands branch
Added an editor preference that exits Play mode in the editor when a compile is detected
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
fixed building placement physics checkbox not respecting building rotation
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Fixed EntityManager throwing an exception on boot
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Starting work on a party/group movement system
-Any unit can create a party (called a Hunting Party atm)
-That unit can then invite other units to join the party
-Party members will follow the party leader (more logic to come)
-The party leader can then disband the party, reverting party members to original behaviour
Added ability for units to be dismissed from the party (by the leader) or leaving on their own
Added a display to show the current UnitCollection on the Unit Debug Panel
Basic jogging logic for party members
Fixed messed up jog condition filename
Basic party movement offsets
Better follow/offset movement for party members
Party members now sneak if their leader is sneaking
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Some basic logic for party combat, still pretty janky
Cleaned up and refactored a lot of the new party/collection management logic
Better movement/spacing logic for parties
Added a hostile check so you can't invite hostile units to a party
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
Fixed a condition I broke in the earlier refactors
Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
Forgot to check in collection asset changes
Create Party is now invoked by clicking on another unit, automatically making a two unit party
Added a small yellow indicator on top of party members
Units can now leave parties independently - checks for a few different Flags and StatMeasurements
Added the inverse of this check to invite to party actions so units can't be invited to parties that they'll want to leave immediately
Some more assets that didn't save correctly
Reworked leave Party conditions
-removed flag checks (will probably replace these with standalone goals)
-uses considerations for Health/Food/Sleep instead of hard thresholds
Started work on joining party logic, disabled for now
Join Party logic seems to be working without dithering, requires more testing
Improved building rotation placement logic
-reduced deadzone when mouse is hovering over centre of a unit (was 1 unit, now 0.1)
-added more plane fallbacks to account for mousing over skybox and weird camera angles when rotating objects
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
Added a new Leave Party via flags plan
Locked independent join/create party logic behind the hunting unlock
-Units can still quit parties independently
Fixed units chopping down trees while holding sticks (they now drop what they're holding if they can't equip a needed tool)
-Bug 835
Party members can now get a target from the party leaders combat targets array, rather than just matching their leaders target
Tweaked some score values to make party behaviour more important that some social behaviours