branchbefore/maincancel

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

10 Years Ago
HarvestResource cleanup Fixed weird ActionChain override bug (it wasnt null like it should've been) Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
10 Years Ago
Human views no longer flagged to apply root motion (caused weird offsets) Hide human mouth plane
10 Years Ago
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added Renamed PlayerCameraControls to PlayerCamera Ported interior/exterior transition stuff out of Player and into PlayerCamera General refactor/cleanup of Player
10 Years Ago
Tweaks
10 Years Ago
Fixed some annoying width crap in the editor UI
10 Years Ago
Fixed GoToSmartObject directives compile error (ty resharper)
10 Years Ago
Cleaning up Activity a bit, added CreateUnitActivity Action
10 Years Ago
Removed IResource A little more Activity cleanup Placeholder berries item view Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots. Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
10 Years Ago
Upped attribute modifier precision AgentManager ticks every 5 TOD seconds New game will always start at 6am (random month between March and August, random day)
10 Years Ago
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
10 Years Ago
Action refactor v1 ActionChains now have a single execution method in Run() Action has mehods for Start, Run and End Refactored all existing Actions
10 Years Ago
Added smartobject_test scene assets
10 Years Ago
Cleanup
10 Years Ago
Basic Item consumption now works. ModifyAttribute supports Consumable derived "settings" Added PickUpItem and ConsumeItem actions
10 Years Ago
Add/Move/Deletes that I missed
10 Years Ago
Renamed Incentives to Interactions ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
10 Years Ago
Tweaks
10 Years Ago
Added option to hide assets with no editable properties in BeforeEditor
10 Years Ago
Editor tweaks
10 Years Ago
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset) Added Editor designs for Resource (Dispenser) Item management
10 Years Ago
Fixed a dict lookup error in BeforeEditorTab Better handling of MinMax sliders (float rounding to decimal places)
10 Years Ago
10 Years Ago
Building now derived from Item (which feels wrong, might rename Item to Entity?)
10 Years Ago
Removed ResourceType from DispenserSettings.Item Added ItemCategories enum Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
10 Years Ago
Building construction requirements groundwork
10 Years Ago
- Added AddToStockpile Action - Added DepositItem Action - Added ConsumableView, ContainerView - Added Placeholder Sticks and Wood Views - Added Constructable SO - Cleanup/Fixes
10 Years Ago
Removing Colliders from Zone in all scenes
10 Years Ago
Merge from ZoneResources
10 Years Ago
Arid Biome + Palm FloraGroup. ZoneSeasons editor update tweak (fixed biome editing preview)
10 Years Ago
Cleanup
10 Years Ago
Fix ZoneEditor not persisting the correct Biome enum
10 Years Ago
- Item Refactor - ItemSettings, Item and ItemView no longer abstract - Added ItemComponent - Resource renamed to CraftingMaterial - Containers renamed back to Resource (TODO : Add generic Container that Resource and others will derive from) - Resource, CraftingMaterial, Consumable and Equipment all derive from ItemComponent - Added Editor tabs for different ItemComponents
10 Years Ago
ItemComponetSettings creation first pass
10 Years Ago
- Improvements to item view handling in BeforeEditor - Added some basic art for wood/stick/berries items - Resource now creates Interactions before passing them to its sibling SO. This is hacky for now, but it works - Added Scripts/Utility/ItemSpawnTester
10 Years Ago
- Added Item.StoneAxe and art asset - Added EquipItem Action - Added Equip Interaction - Added Equippable SmartObject - Added Human+Equipment which handles equipping Items with Equipment components and attachment points (rough) - Updated HumanMale with rig updates Which all means that Human units can now pickup and then equip items to appropriate attachment points!
10 Years Ago
updated human male assets
10 Years Ago
- Renamed Equipment ItemComponent to Equippable - Added Position and Rotation Offset for items when IsCarryable - AttachmentPoint improvements - Fixed NRE when SO vicinity radius is 0 - Updated HumanMale assets
10 Years Ago
- Moved Human+Equipment logic and attachment handling to Unit+Attachments - PickupItem now calls AttachItem - Added Head attachment point to Human rig
10 Years Ago
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items - Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
10 Years Ago
Tweaks
10 Years Ago
Attachemnts dict no longer uses string keys (AttachmentPoints enum)
10 Years Ago
Draft radial/context menu implementation. PlayerController deals with popping the radial and passing in the smartobject on RighClickDown. If an SO has more than one interaction, we should the radial with a button for each, otherwise right click will call TrySubscribe on the first interaction.
10 Years Ago
Cleanup
10 Years Ago
Cleanup
10 Years Ago
- Added Container/ContainerSettings item components and editor tab - Splitting up PlayerController a bit into partials - Added Container interaction handling to PlayerController - Items can now only have a single ItemComponent of each type (for now) - Refactored item view handling and setup (mostly for resources and buildings) - Units can deposit items in containers, a temporary set of interactions is created when the player pops a radial on a container
10 Years Ago
Added PickUp interaction to the Comsumable SO template
10 Years Ago
- Added Unit Flags system and Actions to Get/Set them. - Added UnitFlagCondition - Death Effect reworked to check/set flags so it only gets triggered once - Added Starving effect applied when Hunger reaches 0 - Fixed Unit.View.Animator NRE - Fixed NotificationsWidget not firing when Activity is added - Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name). - Asset types are now shown in ReordableList elements in the editor
10 Years Ago
Adds/Deletes/Moves I forgot to tick like a dumb dumb
10 Years Ago
- Added basic fail state, when the player's tribe dies out, we pop a UI modal - Fixed ActionChain constructor not assigning hashed_id of the EffectSettings - Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times - Fixed PlayerCamera still taking input when UI in Modal state
10 Years Ago
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.