17,530 Commits over 1,614 Days - 0.45cph!
added number of sleeping positions to the building descriptions
AudoManager.GetAudioSource only sets position when no parent xform is passed in
expression bodied properties fuckeries
Unit.Audio.PlaySound doesnt pass view xform, for now
UnitView/HumanView cleanup
let's play non looping sounds as one shot to get around the current Unity bug with audio and rigidbody
and also actually parent the audio source again
decreased projectile trigger radius of spears and arrows
Give units the InCombat flag if they are being attacked
if human is attached dont try and put on the ground
Added isCarried bool to HumanView
Removed clouds of war crap from scenes
String interps in Combat and Activity
Moved return to territory into a separate module for humans
InfluenceAndTerritory.InfluenceMap exposed as InfluenceQuadTree rather than ISwappableGrid
Map view cloud layer surrounding mesh generation, byte array, texture update via LoadRawTextureData
Removed a redundant cast from divide
Fixed rotations of cloud layer renderers
Cloud overlay camera, related tweaks
InfluenceAndTerritory component now also owns an exploration grid which is used for the map clouds
Desires no longer a default Unit component
Desires pool size per type is 10
Pointless loading screen polish
Removed a bunch of tags we dont use
Fixed potential NRE in CloudsOfWar OnEnable
made mushrooms not consumable for now to avoid people tripping all the time
exhausted effect remove animator bool on finish
Getting out of an interaction position should no longer display on the UI as looking for something to hunt
BEL.DrawConsiderations loop breaks later when obj ref is null
made the null considerations not null
Fixed mismatched gui areas
fixed an issue in which interactions positinos could be marked as blocked by the unit occupying them
VicnityEffectTrigger NRE catch
more tweaks to human territory AI