549 Commits over 215 Days - 0.11cph!
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
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)
Fixed some animation loop issues when crafting an item at a crafting table
Fixed some fields not persisting in MachineProcessActionDesire
Building and Item placement now check that a valid path exists between the currently selected unit and the targeted build/placement position, this prevents players being able to build things in out of reach areas
Hacky workaround for failing SamplePosition calls in Navigation
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Added Wake Up module to humans so they can wake up from sleeping
Rebake island_01 navmesh again
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Fixed checkedBlockBy flag not being used on UnitSpawners
Enabled the flag on a couple of unit spawners in Island_01 to fix animals being spawned inside cliffs
Fixed a party invite ability not being marked as ai only
Knowledge overlay now updates every 0.25 realtime seconds so that new labels appear as the player moves around the world
Corpses should now drop embedded projectiles when they are skinned
Added a go to previous module change button in the ai debugger
Better automatic nav mesh obstacle sizing for resource views
Fixed Island_01 and NoSpawns having out of date/missing navmeshes
Deleted an orphaned(?) navmesh on island_01
Fixed an NRE in GroupPersonalities when a non-human in a group dies
Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
Blocked steam initialisation in editor
Fixed some issues stopping views from being updated
Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Can now light torches with other lit torches
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
Fixed a couple of stone piles that were spawning inside cliffs
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Added some collated descriptions to deposit interactions
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Fixed equipment widget showing duplicate items
Fixed IsCarried animator bool not being set when an item is placed
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
Better labels on new unlock definitions
Fixed another incorrect UI material
Skill gain and item degradation is now applied when removing an item from the dispenser even if the item could not be carried (Fixes fishing skill not increasing if hands are full even though the fish is dispensed/caught)
Fixed fishing spots missing a collider (manually added to view, this might break if it's updated)
New Unlock: Advanced Fishing
Unlocks when a unit reaches Novice in Fishing
Unlocks the advanced spear
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource
Only changed in TestBox, this fixes fishing spots spawning underneath the ground
New Unlock: Storage
Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap
Unlocks Backpack, Basket and Pot
Back Pack now requires 2 sticks and 1 grass and the crafting table to craft
Basket and Pot now require the Crafting Table to craft
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer