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17,530 Commits over 1,614 Days - 0.45cph!

9 Years Ago
RTSCamera persistence tidy up
9 Years Ago
Separate camera for detail view portrait rendering, various UI fuckery PlayerProgression uses tribe creation callback, don't call load in Init
9 Years Ago
Tutorial persistence (might not work yet)
9 Years Ago
Restored post Null check tribe in PlayerProgression init
9 Years Ago
UI progress
9 Years Ago
More unit detail view stuff
9 Years Ago
Fixed tribe tracker not showing the correct names
9 Years Ago
AudioSnapshot nukage
9 Years Ago
Added AudioSnapshotZone back using the new simplified system.
9 Years Ago
Fixed player commands not all calling the correct execution method on the controller
9 Years Ago
Misc DM cleanup, fixed building construction state item requirement check not returning false for buildings when built from code
9 Years Ago
Data save
9 Years Ago
Dispenser summaries and tidy up.
9 Years Ago
TargetFilter.FindBestItemForBlackboardBuilding uses Item Value for Building Consideration Fixed some building related conditions filtering by state when they should not (was preventing people from building upgrades)
9 Years Ago
new tutorial task SFX test
9 Years Ago
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
9 Years Ago
Save
9 Years Ago
Senses now uses AwarenessRadius for the entity perception check.
9 Years Ago
Refactored TargetFilter plans, which are now created and held by the AI manager for cleaner lookup TargetFIlter desire creation now supports momentum simulator method selection via editor reflection + dropdown (members from DesireMomentumSimulators Added some help text and field labels to SpawnPopulationSettingsEditor Disabled tribe mood color grading effect
9 Years Ago
Testbox and a little biome stuff.
9 Years Ago
made happy walk more happy
9 Years Ago
added happy and sad idles and stopped some happy looking idle variations happen when unit is sad
9 Years Ago
tutorial task sfx
9 Years Ago
Removed tutorial widget
9 Years Ago
Fixed testbox only spawning 2 people
9 Years Ago
Actual distance in senses debug overlay
9 Years Ago
Tweak
9 Years Ago
Debug senses overlay
9 Years Ago
Save
9 Years Ago
Senses overlay ignore selected
9 Years Ago
Senses overlay forced for selected only
9 Years Ago
Senses overlay shows visibility score of target unit
9 Years Ago
some polish on dual item carrying anims
9 Years Ago
removed duplicate anims and update animevent position
9 Years Ago
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity Added InteractionsPlans list to Blackboard keys/data Added DesiredDispensableInteractionPlans Selector Added BlackboardInteractionPlans mode for BehaviourChainInjector Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors Removed harvesting related GoalPlans from the Human/Building module
9 Years Ago
new atmos piece
9 Years Ago
Fixed zone spawn controls not actually working
9 Years Ago
tags on atmos 33
9 Years Ago
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
9 Years Ago
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
9 Years Ago
Fixed ItemDesire not correctly assigning data on init
9 Years Ago
Senses overlay improvement
9 Years Ago
Tweaks
9 Years Ago
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
9 Years Ago
Big rock uses material type "Stone" Fixed some bad data in gathering related AI modules
9 Years Ago
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
9 Years Ago
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
9 Years Ago
Item carried effects actually hooked up :o Desire params reset
9 Years Ago
Fixed bad filter check in Dispenser+Items
9 Years Ago
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire Small hut uses 1:1 mapping for rock requirement