userJarryd Campicancel
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421 Commits over 215 Days - 0.08cph!

6 Years Ago
Added a stranger spawn point to Island_01
6 Years Ago
Forgot to save
6 Years Ago
Fixed an exception on load in Senses Cohesion debug panel New positive cohesion events for building any building, getting pregnant, babies growing up and generic age changes Cohesion events won't be processed if they're not marked as IsGameValid Marked Desire expired event as not game valid (happens way too often) Added a set_cohesion console command
6 Years Ago
Might have fixed activity pop up closing immediately after opening
6 Years Ago
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
6 Years Ago
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything) Can no longer unequip babies
6 Years Ago
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
6 Years Ago
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)
6 Years Ago
Unsaved change
6 Years Ago
Notifications no longer expire while skipping to morning, fixes notifications appearing and expiring without the player seeing them
6 Years Ago
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load) Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
6 Years Ago
Fixed exception in GroupHierarchy when loading a game Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game Lowered grass requirements for turf roofs Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons) Fixed collaboration OnStateChanged event not getting hooked up when loading a game Can now remove a collaboration from the debug panel
6 Years Ago
Changed some baby settings: Gestation period: now 1 (was 4) Baby Days: now 2 (was 8) Young Days: now 2 (was 15)
6 Years Ago
New Time Since last birth consideration Tweaked Breed goal scores to ensure it can actually occur Made pregnancy notification medium severity so it has to be dismissed
6 Years Ago
Tribe tracker now requests a new portrait if a unit's view gets set
6 Years Ago
Humans changing age now recreate a new, age-appropriate view rather than just scaling up the child model
6 Years Ago
More changes
6 Years Ago
Added a new activity for when a baby grows up Added a new activity for generic age changes eg. "PERSONNAME is now an Elder" Added new {AGE} keyword (returns "child/adult/elder")
6 Years Ago
Units can now specify random available clothing for their children Fixed damage overlays named incorrectly on child views Added "make_adult" command to turn a child into an adult
6 Years Ago
Baby gender is now determined and cached at birth rather than randomised when the baby grows into a child Added new {BABY_GENDER} keyword to access the cached gender Updated birth notification text so that it displays the gender of the baby, not the gender of the mother
6 Years Ago
Reproduction save/load stuff Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
6 Years Ago
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
6 Years Ago
Reproduction debug panel Fixed OnDay callback in Reproduction not getting hooked up when loading a game mid-pregnancy Fixed notification text on birth Can now complete a pregnancy with a console command "complete_pregnancy" or via the debug panel
6 Years Ago
Added a "make_pregnant" console command
6 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
6 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
6 Years Ago
Fix reference to MaterialRequirements in Building editor Fix basic shack requiring 40 sticks
6 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
6 Years Ago
Fixed Required By Blackboard Building filter option not checking resources
6 Years Ago
Fixed spit requiring construction
6 Years Ago
Fixed shonky hut requiring 27 grass to construct a turf roof Fixed building upgrades triggering the building complete activity
6 Years Ago
Fixed time not unpausing when exiting a tabbed window
6 Years Ago
Tweaked some curves to try and prevent the basket pick up/drop loop
6 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
6 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
6 Years Ago
Possession component persistance
6 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
6 Years Ago
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
6 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
6 Years Ago
Fixed sleep time speed not triggering Fixed sleep speed not triggering if a unit in the group is dead
6 Years Ago
Fixed ActiveRole not getting updated after disabling a role Fixed role widget not updating correctly after clearing a unit's role
6 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
6 Years Ago
Fixed activity notifications on low severity lingering forever
6 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)
6 Years Ago
Unsaved changes
6 Years Ago
Added a Chop Trunks into Logs plan to woodcutter module
6 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
6 Years Ago
Can toggle build menu with B key
6 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)
6 Years Ago
Merging objective unlock display