19,298 Commits over 1,614 Days - 0.50cph!
Interactions can specify multiple valid tool types
Removed PlayerController.SelectedUnit, replaced most usage with new SingleSelectedUnit property that will return null if there are multiple units selected
Fixed InteractionPlanData.ToolRequirement NRE
Make the radial great again
fixed single-unit commands given to a group of units
DecisionMaker.ScoreGoals only checks role if the parent module has no role defined
Tribe tracker role assignment via right click foldout
Fixed EvaluateInteractionForAllUnits NRE. Cleaned up related methods to avoid NREs
Fixed tribe tracker NRE when selecting non-player controlled units in debug mode
Couple more NRE fixes when debugging animals
Updated blackboard syntax based on main changes
Updated UnitStatusUtility to return friendly if unit a and unit b are player controlled
Interaction Desires for multi unit interactions WIP
Fixed map button not working
Removed zoom to map/to game code from camera code
Disabled primitive shelter, made basic buildings the lowest tier unlock
Added PlayerAssignedRole activity type, PlayerRoleAssignmentTrigger
Minor activity refactor, enum generation
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time)
Raids should now happen at night
Added PlayerPlacedBuildingTrigger
Switched night time consideration to use the TimeRangeParameters system
Added new basic tutorial for building placement, role assignment (WIP)
Fixed definitions name lookup fuckery
Reworked raid creation - Diplomacy component now has a raid time and possible units to spawn in the raid. It then spawns these units as a collection and triggers the existing raid mechanics.
This is instead of creating a collection out of existing units, this approach didn't really work in proper game scenes since animals were often killed or scattered.
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
Cleaned up some now unneeded raid creation stuff
Clean up/remove old fader occlusion system
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
Exposed raid sizes on the diplomacy parameters
fixed human anim bugs caused by unity REVERT when fixed
Fixed unclosable unit detail view window
fixed lingering pause overlay
Call HIghlighter.ReinitMaterials when we mouse over a unit
Lets not do that multiple times in a frame
Multi-unit tree felling sort of working
AI debugger now shows forced ticks.
People no longer go on a tree felling rampage.
Highlighter fuckery
Fixed some weather types having under exposed post
improvements and logging for multi unit commands
All player commands now clear player created desires (testing)
Misc DM/PlayerController cleanup