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

8 Years Ago
forgot to tick these in last checkin
8 Years Ago
correct apple tree resource data
8 Years Ago
player builds work
8 Years Ago
Cleaned up EntityManager destruction routine
8 Years Ago
Various data, hunting scoring fixes CookCookableItem blackboard fix/warning if it fails
8 Years Ago
add possession requirement regardless of if we have the thing or not
8 Years Ago
adding a required possession checks fulfillment
8 Years Ago
Possessions fulfillment tidy up
8 Years Ago
Deer, Goat and Rabbit can no longer be butchered. Either cooked on spit on stick Hut owner limits fixed to match the number of sleeping positions
8 Years Ago
apple tree improvement
8 Years Ago
EntityEx.SetViewParent error when view is null
8 Years Ago
Ability.PlaceCraftingOrder is AI only (no longer shows on radial) Disabled the Human.Idle.Activities module for now (too much dancing, need historical time since last execution as part of DSE scoring)
8 Years Ago
Disabled hugging
8 Years Ago
Disabled Hypothermia
8 Years Ago
Berry bush regen and auto dispense
8 Years Ago
nospawns setup for building debug
8 Years Ago
Remove and destroy cooking carcass when it is cooked and depleted
8 Years Ago
Fixed Blackboard.ParametersId returning wrong value
8 Years Ago
Nuked various consumable effects, as stat changes are defined on the item.Consumable component Meat gives mad nutrition
8 Years Ago
tanning rack
8 Years Ago
delete fire from building editor scene
8 Years Ago
renamed a thing in Possessions
8 Years Ago
Machine processes wrapper can now specify objects to show when active Added ViewTransformSelectAttribute/TransformSelectDrawer
8 Years Ago
Fixed some keywords on eating related AI
8 Years Ago
Fixed ViewTransformSelectDrawer not refreshing per property Added CraftItemSettingsEditor to expose stat manipulators nicely
8 Years Ago
Editor fix
8 Years Ago
Another editor fix
8 Years Ago
apple tree
8 Years Ago
Building AI tweaks
8 Years Ago
Remove a bunch of redundant "check ai unlock" params
8 Years Ago
Made tanning rack building deposit interaction non-positional
8 Years Ago
PlayerController.CanTick checks active GameUI view == play
8 Years Ago
Removed Builder Role and set up AI accordingly. Made people more likely to want to go hunting. Modal State should make cursor visible if it was hidden. Various AI. Filtering will now ignore anything with a disabled SmartObject.
8 Years Ago
Removed tribe tracker GameCamera zoom distance increased to 400 (from 70) Ported overview map screen to a new overlayed widget that activates based on camera distance Moved building widget back to play view (no gameUI View switching enabled right now) Contextual ability stuff for units in PlayerController (default to assign hunter role on any animal not currently attacking, otherwise just attack) Various UI
8 Years Ago
Exposed Max Quantity of dispensable wrapper. Max Quantity can no longer be less than Starting Quantity.
8 Years Ago
Disabled some overview map stuff
8 Years Ago
Hopefully fixed building UI
8 Years Ago
Unselected units now get a grey highlight when they are occluded by objects, regular green highlight is applied if the unit is selected
8 Years Ago
Added an extra frame between creating a clone for portraits and taking the portrait, seems to help with the portrait issues
8 Years Ago
Fix NRE when right clicking a building under construction
8 Years Ago
meat rack, unlocked with stockpiles
8 Years Ago
ap name change
8 Years Ago
Various UI bits
8 Years Ago
Fixed default unit target command
8 Years Ago
meat rack preview
8 Years Ago
Camera tweaks
8 Years Ago
Updated camera profiler
8 Years Ago
Stockpiles can optionally use attachment points like ItemContainer
8 Years Ago
UnitView alignment stuff gated by flags WIP stockpile support for all entity types Conditions.CanDepositItemToStockpile now CanDepositToStockpile, exposes blackboard key for relevant mode Hunter AI for adding corpses to meat racks
8 Years Ago
Entity filtering can specify UnitAttachments as source for units and items