branchbefore/maincancel

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

8 Years Ago
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
8 Years Ago
Freeing up hands only happens when near the target
8 Years Ago
fixed people being stuck holding two branches for the fire
8 Years Ago
Various food/hunting AI related tweaks Consideration editor cleanup Removed "allowed no considerations" flag on some AI data types, as it was redundant Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
8 Years Ago
Merge hunting behaviours into Human/Food module
8 Years Ago
set_stat console command
8 Years Ago
Fixed command NRE
8 Years Ago
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
8 Years Ago
Tweak
8 Years Ago
Cleanup
8 Years Ago
Can Carry Unit Condition now checks if the target unit is already being carried.
8 Years Ago
Removed some duplicate desire selectors in hunting goal plans
8 Years Ago
examples of possible ways to lod trees, tree_oak_LODTYPE_A and tree_oak_LODTYPE_B
8 Years Ago
example of tree with empty assets setup to position FX
8 Years Ago
More food/hunting AI work
8 Years Ago
Misc
8 Years Ago
Fixes
8 Years Ago
WeaponParameters.OnValidate error check for items with combat abilities of type "throw" that do not have the appropriate projectile setting Fixed a bunch of data types not calling base.OnValidateInternal Hand axe is no longer throwable
8 Years Ago
Save
8 Years Ago
Hacky fix for navmesh agents not "attaching" to the navmesh when loading a game (doing a Warp() to their own position and changing the timescale seems to attach them)
8 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved
8 Years Ago
Subtracting unit occluder stuff from main
8 Years Ago
Entity log clear button, max logs display field
8 Years Ago
Misc
8 Years Ago
Desire removal on GP failure WIP
8 Years Ago
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support Unit.Combat.TryAttackTarget cleanup
8 Years Ago
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
8 Years Ago
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
8 Years Ago
Added Item.CanBeUsedAs method
8 Years Ago
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
8 Years Ago
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
8 Years Ago
Removed Stick and Firewood. Renamed Big Stick to Stick. Branches and Logs can now be put directly into the fire. OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
8 Years Ago
birch tree mouseover works
8 Years Ago
8 Years Ago
Spawns
8 Years Ago
Spawn refresh button in Debug Tools World tab under "biome" Spawn tweaks
8 Years Ago
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
8 Years Ago
fixed game mode starting unlocks not being force unlocked. added some unlocks to testbox game mode.
8 Years Ago
Acquire Materials For Fire now ignores entites with disabled SmartObject. EntityValueConsideration now checks for carried tools not only held.
8 Years Ago
fixed a case in which units wouldn't actually free up their hands to use a tool. people will now consider dispensables that don't destroy the entity before considering those that do.
8 Years Ago
Misc cleanup
8 Years Ago
Fixes to combat targetting
8 Years Ago
Save
8 Years Ago
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
8 Years Ago
TakeFromDispenser will now break if the dispenser is being held by another unit
8 Years Ago
Fixed spit missing building requirements (now requires 3x sticks) New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness Fixes meat spawning on top of the campfire collider and being really hard to click
8 Years Ago
Fixed SmartObject.CanSubscribe not checking if there are existing subscriptions when the plan we want to subscribe to is exclusive
8 Years Ago
rhino wip
8 Years Ago
Consuming a Consumable now applies the relevant food value half upon consume and the other half over the duration specified in the data. Consuming now has a duration.
8 Years Ago
Added TargetFilterConsideration for scoring entities corresponding to the given criteria. Added a ConsumeValue mode to EntityValueConsideration. Updated some data on consumables.