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

7 Years Ago
Settlement size/territory display while building (using highlighter system for now) Fixed terrain decals being badly aligned to terrain on some maps
7 Years Ago
Selective AI module evaluation can be toggled via debug Cheat commands prefixed with cheat.
7 Years Ago
Save
7 Years Ago
Add to stockpile interaction command generator ignores worn items Moved various crafting order API to Unit.Crafter Unit.Crafter component handles activity generation for failure to find required items
7 Years Ago
Activity text held by data struct, removed from factory method arguments Settlement happiness set to 100% when all needs are satisfied ThreatPerceptionCondition checks that the target isnt dead or disabled (should fix people getting alert effect from seeing dead things)
7 Years Ago
More room for activities
7 Years Ago
Fixed potential NRE when destroying a unit with active visual FX
7 Years Ago
Fixed water edge shader Prevent duplicate activity notification spam Bigger tooltip for activity
7 Years Ago
ItemAction callback cleanup, should fix invalid cast and pop errors if something is hooked up incorrectly Reset role assignment UI via Refresh override
7 Years Ago
Moved all Senses tick functionality to SensesSystem, Senses holds only data and some lookup API for that data
7 Years Ago
SensesSystem init fix
7 Years Ago
NRE fix
7 Years Ago
Cleanup
7 Years Ago
More senses cleanup
7 Years Ago
Made it impossible for people to own more than 1 building/home (for now) Ownable & Ownership cleanup EntityId caching
7 Years Ago
Fixed potential NRE in VisualFX destruction
7 Years Ago
Combat targetting callback cleanup
7 Years Ago
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry) Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
7 Years Ago
Campfires can now be added to existing settlements
7 Years Ago
More combat callback cleanup
7 Years Ago
People should no longer hunt if they're carrying a unit. IsCarryingUnitCondition has a "Condition" mode.
7 Years Ago
ProtoIgnore EntityId.cachedEntity
7 Years Ago
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type) Item pickup check no longer includes weight check from wearables
7 Years Ago
Data
7 Years Ago
Fixed log stockpile selector using the wrong condition
7 Years Ago
Wearables & attachments weight in debug view
7 Years Ago
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed) Added Conditions.SettlementBelongsToMyGroup Fixed tribe leaver unit selection not checking flags correctly Settlement claimable state
7 Years Ago
Settlement claim functionality, AI action
7 Years Ago
Settlement radius/extension preview visualisation Cannot place buildings outside of settlement radius Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
7 Years Ago
Cleanup
7 Years Ago
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs. Same as above for Stonecutter. Added a quarry to testbox.
7 Years Ago
Fixed load game button tweens targeting wrong objects
7 Years Ago
Fixed NRE in tribe creation when starting a new game after quitting a loaded save Quicksave overlay Added BudgetYield utility for iterating over collections and calling some function within an ms budget
7 Years Ago
Fixed senses not working after starting a new session (oops)
7 Years Ago
SensesSystem init in bootstrap
7 Years Ago
Fixed settlement info UI showing bad value text
7 Years Ago
Removed packages we dont use
7 Years Ago
Removed knock-out effect from hammer & rock weapon data
7 Years Ago
fixed cliff around the quarry on testbox
7 Years Ago
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
7 Years Ago
Added checks for components to BuildingFilterSet. IsStockpile condition now checks for the component rather than the category. Selecting carried items for a container will now skip clothes unless we registered them to the container.
7 Years Ago
building anims
7 Years Ago
CanFindBuildingForTarget now uses group entities instead of knowledge
7 Years Ago
Crafting failure activity uses goal failure activity generators again, does some special case stuff for tooltip text Fixed potential NRE in AIAction.Break (check state, shouldnt happen so I added a warning) Strangers will no longer sit around the fire after leaving Role assignment activity no longer pops notifications
7 Years Ago
Added LeaveGroup goal to the Human-GroupActions module, which is now installed by default and no longer managed by the GroupMember component. People will now leave the tribe using this AI module, and go find another group to join if possible. Added various group and settlement related conditions/actions.
7 Years Ago
ItemAction.OnItemActionCallback is static, no longer does stupid check for settings equality
7 Years Ago
data
7 Years Ago
Fixed NRE when someone leaves the tribe
7 Years Ago
Various hunting AI scoring improvements Re-enabled Human/Cook/CookCorpse/FindAndPutCorpseOnFire goal plan
7 Years Ago
Fixed NRE in HumanPortraits.Update when someone leaves the tribe