421 Commits over 215 Days - 0.08cph!
Unlocks can now be unlocked via a trigger
Graves unlock is now unlocked when a member of the player's tribe is killed
Fixed some more issues with dead/buried units
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
Added a grave building that can be used to bury a dead unit
Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet)
Also fixed exceptions when mousing over a unit that was killed via debug tools
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
Removed time hack on session load, doesn't seem to work anymore
Time fix on load
Fix units trying to recook an already cooked thing
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute
Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
Fix dead units getting their navmesh agent turned on because of another navmesh fix
Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
Fixed misleading cookable tooltip text
Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
Fixed spit missing building requirements (now requires 3x sticks)
New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness
Fixes meat spawning on top of the campfire collider and being really hard to click
TakeFromDispenser will now break if the dispenser is being held by another unit
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
First pass on a system to fade objects that are occluding the player's view
For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag
When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view
Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update
The fade material is just a transparent standard shader, this could definitely be improved
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Fixed carried units appearing in a units portrait view
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Fixed effect added/removed activity definitions with old keywords
Fixed intro cinematic leaving cinematic camera enabled
Fixed tribe members not being visible during the Tribe Create process
Stop EffectSettings errors when loading keywords that couldn't load in build (need to figure out why keywords aren't loading though)
Fixed load game screen not refreshing properly after deleting all saves
Mostly fixed being able to skin/butcher corpses while they are being held by a unit
Switched GiftItem action to a CommandGenerator so the player gets specific options ("Gift Stone Axe") instead of the vague Gift Item (Gift Item) option they had before
Fixed menu initialising with Washed Up game mode but Lost and Found map selection
Some more changes to try and stop units waiting forever for thrown weapons that are no longer valid
Remove warmth check on animal Idle
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
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
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
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 an icon for hunt desires