19,298 Commits over 1,614 Days - 0.50cph!
Made UnitAttachment requirements for Interactions less awful.
Added more tutorial things.
Removed some unused activity types.
PlayerProgressionWidget tidy up
InteractionSettingsWrapper now overrides the required attachment points and not the other way round
Fixed wearables not getting proper item colours applied in test scenes (probably didn't effect regular game scenes)
Can now call Refresh on wearables multiple times without it throwing an exception
The Rally Group ability will no longer display if a unit has no tribe mates
Rally Group now triggers the shout animation
Fixed cursor flickering when hovering mouse over a thing that causes a cursor override
EvaluateSmartObjectInteractions now expands it's selection to encompass any child buildings (addons) if a player is mousing over a building
Also expands to cover it's parent if the player is mousing over an addon
This should make sure the interactions offered are the same for a building with addons regardless of where the players mouse is
Can now dismiss the radial menu with middle mouse button or right mouse button regardless of where the cursor is
anims that say they are changed/new and I forgot to check in before
goat attack anim (untested)
big rock correct anim bool
big rock requires small rock to smask up
rock is tool hammer
stopped being exhausted breaking both hand carrying abuns
Dispose of steam client in GameManager.Quit as well as OnApplicationQuit to be safe
Moved ProgressionWindow to OnGameReady callback so that we know which gamemode we're running
Fixed KNFE in ProgressionWindow init
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled)
Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
Fixed addons not registering to their parents Addon list when loading a game
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
Fixed some attachment points/animator params for goats and turtles
Fixed several interactions missing their command generators, was causing incorrect interactions to appear in radial menu
Added a generic prompt ui widget. Pass a header message, ok text, cancel text and get callback with what option the player chose.
Hooked up to Delete save button for now
Fixed knowledge overlays staying on-screen when behind the camera
Fixed an exception when a tribe member dies
Fixed an editor exception when inspecting a goal plan (missing UnlockRequirement?)
Fixed a NaN exception in unit root motion
Tweaked Face Target Loop action to end instead of going forever, this seems to fix animals not attacking correctly
Fixed some progression exceptions when loading a game
Fixed path widget icon displaying if target world position is behind the camera
Added some checks to CraftDesireRequiresBuilding to try and catch an exception that happens when multiple units are attempting to build a building
Items being dispensed from a dispenser will now adjust their height based on the closest navmesh to try and stop items falling though the floor
Fixed loaded desires not correctly getting an owner
Fixed several desire types missing load logic and added some logs so that future desires missing load logic will be more obvious
Reverting FaceTargetSettings change as it is intended to loop indefinitely
Added IsBeingAttacked condition to GoalPlan.WatchTarget
Goal.Observation conditions tweaks
Unlock preview image support
improvements to item management
Fixed NRE in PlayerProgressionWidget
Added time to dispense consideration which looks at blackboard interaction plans.
let's actually apply that consideration in the correct target filter
removed individual option for unlocks.
a lot of progression stuff is now only found in GroupProgression.
GoalPlan.WatchTarget overridable by various combat related plans
Removed unlock field from GoalSettingsEditor
Fixed skeleton mesh getting enabled while loading even if the corpse wasn't skinned
Fixed changing gender on tribe create screen would break skinning on clothing