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

7 Years Ago
Instant build cheat now works on building upgrades too
7 Years Ago
Misc smartobject debug cleanup
7 Years Ago
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
7 Years Ago
moved construction back to high priority but added condition of not carrying an item for the building
7 Years Ago
Fixed radial options not being updated when selecting a different unit
7 Years Ago
Fixed item removal event not being called when removing from container. Fixed depositing calling remove after dropping the item and thus not properly handling item removal. Fixed IsCarryingRegisteredBuildingItem handling of contained items. Interaction module no longer counts as "Is Busy".
7 Years Ago
aparently some stuff I didn't commit
7 Years Ago
added more interaction positions for building the crafting table
7 Years Ago
ItemDesires created from possession now allow held which makes them actually get fulfilled. Fixed NRE on EntityView during tree felling.
7 Years Ago
Sky/bioime/post
7 Years Ago
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
7 Years Ago
No longer possible to stow an item that was dropped while stowing.
7 Years Ago
Cleaned up some current goal unsetting in DecisionMaker Made decision heap management consistent for various scoring methods in DM
7 Years Ago
Player building placement collision checks ignores the anchor view when snapping to existing walls Building UI anim tweaks
7 Years Ago
Fixed condition for nulling current goal
7 Years Ago
sleep time curves should make people want to go to sleep earlier
7 Years Ago
stick stacks
7 Years Ago
Force tick on behaviour complete
7 Years Ago
AI Debugger revamp part 1
7 Years Ago
AI debugger progress Fixed out of range error in EntityManager.OnCullingGroupStateChanged
7 Years Ago
attempt to stop sticks clipping in the ground while walking
7 Years Ago
More debugger shite
7 Years Ago
Cleaning up Action/ActionChain and BehaviourChain state
7 Years Ago
dropping unneeded stuff to work DM and low priority
7 Years Ago
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
7 Years Ago
Compile fix
7 Years Ago
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
7 Years Ago
Fixed Effect not starting it's ActionChain properly
7 Years Ago
Misc cleanup
7 Years Ago
More low level AI cleanup and execution state refactoring
7 Years Ago
More AI cleanup Night transition camera stuff
7 Years Ago
Fixed successive building placements causing the game speed after placement to be incorrect
7 Years Ago
Scene
7 Years Ago
Fixed another edge case with game speed and successive building placement
7 Years Ago
Fixed player controller doing its primary raycast while doing marquee selection Fixed another edge case in building placement
7 Years Ago
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class Moved behaviour pooling from AIManager to Behaviour itself
7 Years Ago
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
7 Years Ago
Sleep transition bits
7 Years Ago
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
7 Years Ago
idle AI tweaks. Added next winning GPV button to debugger.
7 Years Ago
crafting table update with small rock renderer for seb
7 Years Ago
changed nmo on basic hut
7 Years Ago
Tab overlay UI is now toggled, shows building details Standardised a bunch of UI element positioning code
7 Years Ago
UI tweaks
7 Years Ago
Detail overlay UI no longer blocks raycasts
7 Years Ago
More UI stuff
7 Years Ago
Restore UI widgets to their default state when session ends Cleaned up de-activation calls in various widget init routines in favour if using UIWidget.isActiveByDefault Various other UI Fixed NRE in GameSpeedControlsWidget
7 Years Ago
Fixed loading UI not reseting values Detail overlay UI only shows for buildings that have either active constructions or machine processes
7 Years Ago
Added tribeCreate mode to DynamicDOF
7 Years Ago
Fucked off DOF for now, just disable during tribe create