17,530 Commits over 1,614 Days - 0.45cph!
Fixed IsCarried animator bool not being set when an item is placed
rock_huge_01 remodel - files/prefab
lost and found central mountain rework
Fixed equipment widget showing duplicate items
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Added some collated descriptions to deposit interactions
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
gathering for fire ignores carried items
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed a couple of stone piles that were spawning inside cliffs
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
Merge from AI rework cause
Fixed bad indents caused by AgentParametersEditor
Lost and found level rework, developed the other side of the island and mountain
BestUnitToFormCollection selector now NearestGroupMember
Added GroupHasActiveCollections condition
Fixed NRE in PopupEditor
Migrated all selector types to conditions, added Selector condition type
Removed SelectorSettings, wrappers, and related code
dirtied all the things with DSEs
AI Module groups can now specify which unit class they're default on.
Also Reorderable list of modules.
Each unit should now have the right movement management AI.
DSE on validate ensures that selector conditions always have a desires result of true
Moved selector assets to conditions folder (fixes them not showing in data browser)
AI designer nodes show selectors with labels
Fixed player controlled movement speeds
Missing selector and tidy up of movement management
Sound option widget uses slider
ConditionSettingsWrapperDrawer improvements
renamed AI module groups to "packs"
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
Humans now have AI for dropping undesired items.
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
Can now light torches with other lit torches
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Race/tribe color tweaks, randomised color from palettes for clothing
Weather debug flag to always update from data in editor
island-02 mountain rework wip
Added PlayerCommanded bool to GPVs.
Used for keep desires.
player commanded action tidy up
wandering idle behaviours use correct animation
improvements to preventing people from taking the same interaction position.
fix for interaction positions being blocked by the person occupying them when re-using the same position
InteractionPosition.OnTriggerExit only checks if blocked if the collider was tagged "Unit"
Fix for reservations not being reservations
InteractionPosition.CheckIfBlocked optionally ignores a unit view
Updated Facepunch stuff
Fixed lingering event listener in InfluenceAndTerritory