17,530 Commits over 1,614 Days - 0.45cph!
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
Exposed raid sizes on the diplomacy parameters
fixed human anim bugs caused by unity REVERT when fixed
Fixed unclosable unit detail view window
fixed lingering pause overlay
Call HIghlighter.ReinitMaterials when we mouse over a unit
Lets not do that multiple times in a frame
Multi-unit tree felling sort of working
AI debugger now shows forced ticks.
People no longer go on a tree felling rampage.
Highlighter fuckery
Fixed some weather types having under exposed post
improvements and logging for multi unit commands
All player commands now clear player created desires (testing)
Misc DM/PlayerController cleanup
Unit.Roles now listens for specifically primary behaviour changes to determine active role
Added InteractionSettingsWrapper.RoleOverride field, for future use
Roles.OnPrimaryGPVChanged callback enables role properly if applicable
Added InteractionPlan.GetRole which checks wrapper for override, update various usage
Updates interaction wrapper editor drawers to display role override field
fixed GPV not being player instigated at the time of evaluating injectors
fixed single-unit commands with multiple units selected
NRE fix in CameraOcclusion
Fixed human damage overlay getting value of 1 which made everything look shit apparently
Probably fixed TribeTrackerWidget not being reset between sessions
Added a starting delay for raids (set to 24h, so raids start on the second night)
Added a button to launch a raid immediately in the diplomacy inspector
Added random ranges for time between raids
SmartObject wont create positions unless they are actually required by interactions
Reverted wolf aggression back to 2 (was 2 before raid changes, ambient pre-existing wolves are too aggressive on island_01)
Added a Raiding effect that gets applied to units to increase aggression during raids
Moved all player controller interactions evaluation to MouseOver (still somewhat WIP, expect bugs with multi-unit commands)
Properly removed interaction position data from all trees
Added a rock spawner near the starting area on Island_01 so the first building is easier to make
Fixed smartobjects initialising their interactions before their interaction positions (caused the interaction to not init successfully, made buildings impossible to interact with)
Don't calculate lag locations (used for party movement) if we're not in a party
Raid positions are now checked to ensure they can reach the player's camp - prevents spawning raids inside cliffs
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)
Fixed unit path display NRE after restarting a session
Fixed tooltip not always filling secondary label text
Fixed selected unit indicators not being properly cleaned up between sessions
Fixed potential duplicate key and NRE in TerritoryLocationSelector, added error log when territory map is null
Fixxd tutorial widget not showing completion animation or displaying the next task
Jenkinsfile b11
fixed personality persistence
interaction mouse cursor for multiple selection WIP
Fixed player controller not changing cursor when multiple units are selected
Tooltip fixes
null check in PlayerController cursor thing
WearableObject decay setup
fixed finding best unit for interaction
Fixed highlighting shaders
Wearable NRE fix
multi unit interactions work again
Player controller multi-unit attack fix
Put craft button back on the game UI
Fire related AI requires gatherer role