17,530 Commits over 1,614 Days - 0.45cph!
Fixed research choice unlocking things immediately
Research stations now their own data, no longer saved in GroupProgression, allowing for multiple concurrent research choices (the fuck was I doing at 2am)
Version++
Fix for entities potentially being hidden by fog when they shouldnt
Added IsCannibal bool to Ecological Parameters.
Animals will now only eat corpses of other animals if starving or cannibal
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
Added game_event.trigger console cmd
rat sleep anims are better
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Unit eye color/size control in debug view
Progression window zoom/pan and improved layout
rat mesh polish
rat idle polish
added anim events to rat attacks
debug selected animals can be commanded to attack
correctly named rat attack event
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
More progression UI progress, editor generation of content
Greyscale UI shader
progression window bounds/clamping stuff
rat mesh weight polish, rat attack and sneak polish
Added Settlement entity type
Supplies are now tracked for each settlement (GroupSupplies component now a Settlement component)
Settlement indicator/info UI boilerplate
Biome weather weight/druation/temperature tweaks, added hazy foggy and overcast to other seasons
Fixed biome weather editor not adding new types
Added EntityEx.AveragePosition (list of T : IEntity)
UI Scripts cleanup
Fixed data browser showing empty categories
Version++
Removed housing & food count from tribe UI, pending settlements UI
Added Unit Families for more detailed control over hostility checks and fleeing.
Improved some combat AI to make raiding work better.
Bigger NavMeshAgents on Rat and Wolf
use actual distance instead of senses distance in melee range check
Alert effect now works as intended
missing profiler EndSample
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects
Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition)
Loads of AI trigger refactoring
Settlement UI placeholder
Added Fight chance override for ages / genders.
Stags now have some chance to fight
Reduced penalty for targeting fleeing units.
Merged methods for enabling and disabling avoidance into that property that also does it.
Commented out the avoidance fuckery in navigation tick.
wolf backwards root motion (for testing)
Animal idle wander AI re-enabled
rat meat and skeleton mesh
Units are assigned to first settlement created, subsequent units are added to the closest settlement
Settlement creation UI
Unit rotation util stuff moved to UnitView
Split UnitView appearance stuff into a partial
Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl
Settlement UI in world space
Worldspace UI can use game camera
Settlement stats (happiness, food supply, housing) on UI
NRE fix, tribe tracker cleanup
Settlement happiness driven by need events, affects tribe cohesion
Fixed needs triggering multiple times for the same entity