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

8 Years Ago
Various scoring tweaks
8 Years Ago
buiding basket
8 Years Ago
basket
8 Years Ago
Generic role selector component, used by tracker, info widget, map marker and member listing UI
8 Years Ago
Fixed unit indicators showing during building placement Added role selector to tribe listing UI Added LeanTween
8 Years Ago
Fixes
8 Years Ago
Save
8 Years Ago
basket
8 Years Ago
Supplies Component now uses a float value for food. Added a calculation of this food value relative to the group size. Inverted some Machine Process Capacity curves. Distance Consideration now returns reverse value removing the need to change every single distance curve in the entire AI.
8 Years Ago
Drag selects can no longer be started while over UI (previously they could be started but with an incorrect start position)
8 Years Ago
Removed a log
8 Years Ago
Removed eating on a stick related goal plans from their modules
8 Years Ago
Added a corpse gathering goal so units fill up meat racks
8 Years Ago
Misc cleanup
8 Years Ago
WaitForZonesReady only waits for spawners that have started
8 Years Ago
Spawning shit all uses coroutines
8 Years Ago
Fixed Session.Load not yielding to world manager spawning routine Various cleanup
8 Years Ago
UnitCollections view pooling is pre-allocated
8 Years Ago
NavMeshObsctacle pool pre allocates, manually init in game bootstrap
8 Years Ago
Fixed craft order activity displaying the wrong info (requester/crafter were switched around) Generated enums
8 Years Ago
Added blackboard item craft requirements filter, removed condition from TargetFilter.FindRequiredItemForCrafting Filter editor cleanup
8 Years Ago
giant hut
8 Years Ago
missing interaction positions
8 Years Ago
Tree cleanup
8 Years Ago
Removed InteractionDesire. Added Agent.NextInteraction.
8 Years Ago
Gathering for crafting actually looks for required items and not just any items. Basket crafting AI now uses crafting orders and not leftover desires stuff. Removed some old data.
8 Years Ago
un-override the filtering on the target filters for gathering for crafting
8 Years Ago
food AI curve tweaks. AI debugger no longer says "score inherited from GoalPlan" when it's actually from a Goal.
8 Years Ago
People no longer drop needed items when crafting when more than one of the same item is required.
8 Years Ago
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
8 Years Ago
Behaviour data warnings when action is null
8 Years Ago
Fixed RoleSelector not updating current role icon properly
8 Years Ago
Stop encumbered spam
8 Years Ago
Misc cleanup
8 Years Ago
Removed UnitActionDesire
8 Years Ago
Fixed Unit.Roles.CurrentRole being null
8 Years Ago
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
8 Years Ago
remove unnecessary navmesh sampling from RandomDestinationSelector
8 Years Ago
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
8 Years Ago
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
8 Years Ago
Added debug filter log when we ignore something during DM filtering due empty dispenser
8 Years Ago
Item.Grass no longer has a Dispenser component
8 Years Ago
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
8 Years Ago
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
8 Years Ago
find unused assets
8 Years Ago
8 Years Ago
FindUnusedAssetsWindow display bits
8 Years Ago
FindUnusedAssetsWindow dockable
8 Years Ago
8 Years Ago
Moved non-essential item gathering to a Stockpiling module. ActiveBehaviourCondition now checks current goal instead of active GPV. This should stop stuff like conversations being able to interrupt important stuff like building.