199,399 Commits over 4,140 Days - 2.01cph!
Behaviours can optionally define whether or not they trigger an AI cooldown after being used as a player command, applied to a bunch of stuff
fixing a terrain blend material
creating railways stairs and building collision
Added camp POI
Added support POI icon color from entity/group hostility
Refactored some UI colors stuff
More POI support (optionally use entity name as label)
Desk, computer cabinet, desk texture tweaks
More post-dx9 occlusion culling changes and cleanup
Tweaked fake reflection shadowing
Temporary fix survey charge server compile error
Some camera cleanup, direct unit movement control disabled in certain modes
UnitAttachments refactor (doesn't compile yet)
Fixed modal window toggle inputs working when the console is open
more WIP squad editor UI stuff
Fixed Containers on Wearables not parenting objects to their respective wearable object
Added ItemSizes enum for categorization and ItemContainer restrictions
Updated all items
Fixed a couple of checks that weren't working correctly
merge from UnitAttachments refactor to main
Tidy up of fields from old system of attachments
Tracked down why server/client states didn't get back in sync properly anymore. One line fix as always...
Minor edit, save latest motor state after AdjustPresentState
Activities now have a slot for a DiplomaticEvent to trigger, they require Target to be set in the ActivityData to determine the group to assign to
Moved the Attack diplomatic event from the Combat component onto the StartCombat Activity
Added a diplomacy check to building interaction, foreign buildings can only be interacted with if the relationship is neutral or hostile
survey charge minigame baseline
Added a Interacted With Building activity
Added a UsedProperty diplomatic event
Added a new diplomacy testbox for easier testing of this stuff
CharacterRole refactor into a Strategy pattern. See CharacterRole.cs.
removed double sided as couldnt make shadows work with clipping point
Made a DiplomacyFriendlinessConsideration that scores a relationship from 0-1
Added the consideration to Sleep in Building and Find Shelter in Building so units will be less likely to sleep somewhere not owned by them if the relationship is bad
Player controlled diplomacy now mirrors any relationships that other components have (this might change, still pondering)
Made tocenter debug log unity editor only.
Removed spawnable component from radtown ores
Removed another pointless component from the radtown stone ore