193,098 Commits over 4,049 Days - 1.99cph!
Action.CraftItem now records who the item was craft for in the activity data it generates
Added ActivityData.CraftedFor, and keyword
Activity defs can specify a list of conditions and or triggers that will cause related notifications to expire, notifications UI handles evaluation
Fixed NRE in decay panel
Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
Added a Chop Trunks into Logs plan to woodcutter module
Added a Go Home method to GameCamera
Triggers via H key, has an exposed method on GameCamera to get hooked up to UI
Looks for first building in players group, falls back to unit average position if no buildings are built
Fix another map object call to animator before it was initialized
Fixed "Animator is not playing an AnimatorController" warnings that were causes by making calls to the animator before it had had time to initialize.
moved cooking AI to module
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
Can toggle build menu with B key
Added a prison island to testmap_smaller
Added a debug mode that spawns straight into the zombie game and allows for having only one player
Roles install AI modules
Added Woodcutter module
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
Role on click should always work if no other interaction was found
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool
null check current snapshot when changing game state in audio manager
target filters inside conditions and considerations should now show up in the AI debugger
Fixed tutorial widget not loading properly
First try preventing animals walking through closed doors at monuments.
started refactoring some charge code out to be reusable for any kind of knockback/push/charge attack
mac unity useprefs ignore
Skip portrait render requests for dead units
Tribe tracker portraits remain clickable after a unit dies
Fixed woodcutter role not being unlockable
Distance considering pathfinding check range exposed via global AI config, reduced and made human only
Distance consideration is used only by humans
bullet hitting water / water bomb fx
Tooltip positioning thing
Removed role score conditions since they're unused, hid the skills list in editor as they're also unused for now
Cleaned up query api usage on flares and outline for readability
Occlusion queries limited to windows only; excluding it to investigate linux CTD
Cleaned up some hiz culling shader portions for readability
Logs stockpile unlocks with standard buildings