17,530 Commits over 1,614 Days - 0.45cph!
UnlockDefinitionEditor cleanup
game custom unlocks will now be locked at the start
Various activity subscription now using generated enums
Fixed attachment animator bools/positions for deer
Tweaked attachment position for carrying logs
Fixed corpses not getting their isCarried animator state properly set when loading the game
Added some animation preview functionality to the Unit Attachments Editor
-Can now toggle on/off unit shoulder carrying animations for more accurate positioning
-Can now preview/modify attachment points for carried units
-Can set carried units into their IsCarried animation state for more accurate positioning
Custom unlock triggers are now working.
Game Modes define which tutorials will be displayed.
Added a time trigger which triggers after a certain amount of time.
Fixed corpse nav mesh agents being turned on when attached to a spit
Fixed being able to pick up a unit that is already held
Better display of an entities controller and group in the debug panel
Fixed building addons not inheriting the group and controller of their parent building
Fixed meat coming for a corpse not having the same cooked state as the corpse
Tutorial & task UI cleanup
Various tutorial/task widget fuckery
Re-wrote tutorial UI widget to use paging for tasks, only shows a single task at at time
Tutorial UI stuff, modal WIP
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load
Added estranged tribe members that will join the player tribe when you go near enough.
Added some more stuff to the Lost And Found tutorials.
Fixed corpses not attaching to a spit on load if they were cooking when saved
Fixed ProcessedBy not being set correctly on loaded corpses
Exposed a CanBurn flag to CookCookable
Spit cooking process will now detach the corpse once the cooking is done
Tutorial tasks can now reference a new type called TutorialScreenSettings, which are they displayed via the FullScreenTutorialWidget
Singleton UI widgets can use UIWidgetSingleton
Fixed missing assignment of background image field in ActivityNoficicationWidget
Expoed ItemValue in ItemSettingsEditor
Tutorials manager/widget tinkering
Tutorials widget will show first incomplete task after displaying completion
ActivityEnumGenerator fixes
Fixed tutorial widget having a bunch of bad raycast targets
People will now drop or stow things that are preventing them from performing an interaction
First draft progression UI
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