194,186 Commits over 4,079 Days - 1.98cph!
adding avatar shader
update avatar/crowd model
Reworked raid objective (just position for now) into a new RaidDesire desire type. Can eventually be used to store an objective for a raid (eat from this spit, attack this building, etc)
WIP hostile raiding implementation
-Only implemented on wolves
-Similar system to Human Party system (should theoretically work with hostile tribes as well)
-A collection of 2-4 units is created at night, the collection leader then finds the players territory and starts moving towards it
▌▅▌▉▊ ▉▋▋▍▇▅ ▍█▋▌▋▋▅ ▇▇ ▊▊▄▇▆ ▌▊▄▇
Updated CameraOcclusion system to use new unit highlighting system
sorting player area prefab stuff
Fixed GameCamera not jumping to group position on game start
Fixed NRE in OverviewMapUI activation when player has no unit selected
Updating occluder branch from main
Fixed PlayerCamera tick gating preventing mode cycle
refactored tutorial action counter
removed a bunch of tile ref local variables that aren't needed anymore, look them up directly
merged a bunch of unit and tile selection resetting
Fix for sign painting UI been dark
Protection typo fix
Phrases
moved all tutorial tile highlighting to the unit/tile set functions
Path/target behaviour icon renderers for all selected units
PlayerController progress
Multi-unit movement grid shite
More multi selection stuff
removed all add/remove listeners functions from tutorial states, base tutorial state now listens to them all, each tut state just overrides the ones it uses
Default scenario, marked others as non valid for game use.
Player controller bits
finished removing multiple unit ref lookups, moved them all to single refs in base tutorial state
started tutorial code cleanup/refactor
Removed the limit of Panel.GetText for TextEntry element
X is no longer placed low enough to require a crouch
Disabled dip to black fade when changing selection, now only happens when moving between interior & exterior
GameCamera no longer follows units on selection
Removed goal plan failure history tracking from Agent since it was un-used but still ticking once per game hour
GridManager/GridPositions optimisations
Tree felling creates ItemView on fell (shit, should be pre-awrmed but currently fixes issue with highlighting)
Entity.SetMoveCollide is now shared.
Highlight system update
Multi-selection WIP
Fixed culling always drawing gizmos (only on debug now)
Fixed disabling culling.lodcomp not restoring visibility on registered objects
Merge from culling-lodcomp
Fixed player preview alpha fade on inventory transitions