userJarryd Campicancel
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549 Commits over 215 Days - 0.11cph!

4 Years Ago
Added a "make_pregnant" console command
4 Years Ago
New group coherence consideration Added group coherence as a consideration on Breeding module Fixed PregnancyInfo accessor not being assigned (now gets the info from data) Filled in text templates for pregnancy notifications
4 Years Ago
Attempting to fix the buildings pushing units underground bug: -Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building -Once the building is placed the affected units are then moved away from the building until they are in unaffected space -Also added a position_unit console command that positions the selected unit at the current cursor position
4 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
4 Years Ago
Fix items getting duplicated when getting picked up from a stockpile and put into a container Fix NRE on stockpile influence debug view
4 Years Ago
Fixed Required By Blackboard Building filter option not checking resources
4 Years Ago
Fixed spit requiring construction
4 Years Ago
Fixed shonky hut requiring 27 grass to construct a turf roof Fixed building upgrades triggering the building complete activity
4 Years Ago
Fixed time not unpausing when exiting a tabbed window
4 Years Ago
Tweaked some curves to try and prevent the basket pick up/drop loop
4 Years Ago
Fixed a container nre in TargetFilterUtility Added Units to the player building placement collision mask - spawning buildings on top of units is pushing the units down onto lower ground layers
4 Years Ago
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it Moved a rock spawner closer to the camp
4 Years Ago
Possession component persistance
4 Years Ago
Added an IgnoreEmptyDispensers option to target filters Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
4 Years Ago
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
4 Years Ago
Possessions now stores a list of current possessions Added actions/abilities and conditions for adding/removing and querying the current possessions Item Management will no longer drop items that are in the possessions list
4 Years Ago
Fixed sleep time speed not triggering Fixed sleep speed not triggering if a unit in the group is dead
4 Years Ago
Fixed ActiveRole not getting updated after disabling a role Fixed role widget not updating correctly after clearing a unit's role
4 Years Ago
Added cook module to cook role Typo fix Fixed active role field not being set properly on a load, also fixes role UI not being correct after load
4 Years Ago
Fixed activity notifications on low severity lingering forever
4 Years Ago
Fixed NRE in decay panel Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
4 Years Ago
Unsaved changes
4 Years Ago
Added a Chop Trunks into Logs plan to woodcutter module
4 Years Ago
Added a Go Home method to GameCamera Triggers via H key, has an exposed method on GameCamera to get hooked up to UI Looks for first building in players group, falls back to unit average position if no buildings are built
4 Years Ago
Can toggle build menu with B key
4 Years Ago
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
4 Years Ago
Merging objective unlock display
4 Years Ago
Merge from main
4 Years Ago
Typo fix
4 Years Ago
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)
4 Years Ago
Added world layer to camera occlusion highlighting
4 Years Ago
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
4 Years Ago
Made eat a berry interaction positional and non-exclusive so more than one unit can eat from a berry bush at once
4 Years Ago
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
4 Years Ago
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)
4 Years Ago
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)
4 Years Ago
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
4 Years Ago
Forgot to save
4 Years Ago
ItemContainer now shows what's in the container on the tooltip (not currently visible, tooltip text is being truncated)
4 Years Ago
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
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Added a minimum move speed to the Navigation component, defaults to 0.5 Fixes units getting encumbered to the point they can't move
4 Years Ago
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
4 Years Ago
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)
4 Years Ago
Added a container capacity consideration
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Fixed a dumb copy+paste error
4 Years Ago
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)