199,304 Commits over 4,140 Days - 2.01cph!
null check current snapshot when changing game state in audio manager
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
Role on click should always work if no other interaction was found
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)
Roles install AI modules
Added Woodcutter module
Added a debug mode that spawns straight into the zombie game and allows for having only one player
Added a prison island to testmap_smaller
Can toggle build menu with B key
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
moved cooking AI to module
Fixed "Animator is not playing an AnimatorController" warnings that were causes by making calls to the animator before it had had time to initialize.
Fix another map object call to animator before it was initialized
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
Added a Chop Trunks into Logs plan to woodcutter module
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)
Action.CraftItem now records who the item was craft for in the activity data it generates
Added ActivityData.CraftedFor, and keyword
Activity defs can specify a list of conditions and or triggers that will cause related notifications to expire, notifications UI handles evaluation
Only log "no building for tool cupboard" with developer >= 1
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
wip career mode serialization.
added protobuffer defs for CareerUnit, CareerTeam, Finance, CashTransaction
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
More work on AI behaviour.
Fixed Activity notifications not working properly
Possessions component initial implementation
More reliable method of prioritising target item (needs cleanup), items not in line of sight can't be selected
Fixed failure notifications for possessions
added flowers back to spawn population
updated cliff02 collision to stop units feet going underground
more career mode serialization
more career proto/serialization
career market serialization
Debug mode allows time for multi clients to connect when testing, and spawns straight to map instead of from the plane.
Debug mode for testing Game Z mode a bit more easily + fix for character map object animator warnings + prison island on testmnap_smaller