199,788 Commits over 4,140 Days - 2.01cph!
Fixed culling always drawing gizmos (only on debug now)
Highlight system update
Multi-selection WIP
Entity.SetMoveCollide is now shared.
Tree felling creates ItemView on fell (shit, should be pre-awrmed but currently fixes issue with highlighting)
Removed goal plan failure history tracking from Agent since it was un-used but still ticking once per game hour
GridManager/GridPositions optimisations
GameCamera no longer follows units on selection
Disabled dip to black fade when changing selection, now only happens when moving between interior & exterior
X is no longer placed low enough to require a crouch
Removed the limit of Panel.GetText for TextEntry element
started tutorial code cleanup/refactor
finished removing multiple unit ref lookups, moved them all to single refs in base tutorial state
Default scenario, marked others as non valid for game use.
Player controller bits
removed all add/remove listeners functions from tutorial states, base tutorial state now listens to them all, each tut state just overrides the ones it uses
More multi selection stuff
Multi-unit movement grid shite
PlayerController progress
Path/target behaviour icon renderers for all selected units
moved all tutorial tile highlighting to the unit/tile set functions
Protection typo fix
Phrases
Fix for sign painting UI been dark
merged a bunch of unit and tile selection resetting
removed a bunch of tile ref local variables that aren't needed anymore, look them up directly
refactored tutorial action counter
Fixed PlayerCamera tick gating preventing mode cycle
Updating occluder branch from main
Fixed GameCamera not jumping to group position on game start
Fixed NRE in OverviewMapUI activation when player has no unit selected
sorting player area prefab stuff
Updated CameraOcclusion system to use new unit highlighting system
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WIP hostile raiding implementation
-Only implemented on wolves
-Similar system to Human Party system (should theoretically work with hostile tribes as well)
-A collection of 2-4 units is created at night, the collection leader then finds the players territory and starts moving towards it
Reworked raid objective (just position for now) into a new RaidDesire desire type. Can eventually be used to store an objective for a raid (eat from this spit, attack this building, etc)
adding avatar shader
update avatar/crowd model