13,321 Commits over 2,680 Days - 0.21cph!
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
Fixed traps not setting their collider to a trigger
Removed some spamming logs
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
More building placement improvements for building on slopes
Fixed create party and invite to party accepting hostile tribe members (was only checking if the invitee was currently attacking)
Fixed crafting screen 3d preview image blocking buttons (bug 873)
Fixed several build compilation errors
Sped up fixed delta time while at high speed, fixes some weird physics sleeping issues
Fixed falling trees immediately "impacting" when at high speed (bug 870)
More Item/attachment handling improvements
-Units will now drop shoulder items if they need to equip something in their right hand
-Added a DropItemInAttachmentSlot method to Item to blindly drop items
Fixed GetItemInAttachmentPoint using itembuffer and not MyItems
Added a couple of methods to easily query some item/attachment info to Item component and exposed the current attachment state to the Item debug panel
-GetItemInAttachmentPoint
-GetCurrentAttachmentPointForItem
Merging ItemEquipFix into main
Unit Collections will now store whether they were player created
Party leader will now disband the party if they no longer have a hunt desire and the collection wasn't player created
Fixed the no condition Invite to Party ability being exposed to UI
Added invite to party ability to form party goal - a hunter will now form a party if a they have a valid unit nearby to invite
Units will no longer automatically join parties (leaving goal in there for now in case this changes in future)
Tied automatic party forming to hunt desire and copied some of the considerations from the hunting module
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
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
Locked independent join/create party logic behind the hunting unlock
-Units can still quit parties independently
Added a new Leave Party via flags plan
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
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
Join Party logic seems to be working without dithering, requires more testing
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
Some more assets that didn't save correctly
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
Added a small yellow indicator on top of party members
Create Party is now invoked by clicking on another unit, automatically making a two unit party
Forgot to check in collection asset changes
Defer Senses flag on UnitCollections will cause collections to route any CanPerceive requests to the leader of a collection
Fixed a condition I broke in the earlier refactors
Fixed some exceptions when disbanding a party
Fixed hunting collections destroying themselves when down to one unit (exposed a setting on UnitCollectionSettings)
Added a hostile check so you can't invite hostile units to a party
Better movement/spacing logic for parties
Cleaned up and refactored a lot of the new party/collection management logic
Some basic logic for party combat, still pretty janky
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Party members now sneak if their leader is sneaking
Better follow/offset movement for party members
Basic party movement offsets
Fixed messed up jog condition filename
Basic jogging logic for party members
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