193,207 Commits over 4,049 Days - 1.99cph!
Improved the way overlapping building privileges are handled
wip career mode match summary screen
Quarry rocks LOD/COL/prefabs
Watchtower_a LOD/COL/prefabs
junkyard viewing platform now available
One more for good measure
Added a 10 second fallback to InStationaryState on the Animation component, units are sometimes getting stuck in this state
Fixed a bad target on the find to container to fill filter, should make units be a bit less aggressive with the constant berry harvesting
Before crafting a recommended item, a unit will check that the number of identical items in the group is less than the number of units with the same role (this prevents cooks filling up a basket, placing it and then making a new basket because they no longer have a basket over and over again)
Renamed Bows unlock to hunting - triggers after crafting a spear or wooden club and unlocks bows, arrows and the hunter role
Fixed unlock definitions marked as not game valid appearing in ui
Fixed roles not getting correctly unlocked via unlock definitions
Fixed roles unlocked during gameplay not becoming clickable in the role selection foldout
ItemContainer now shows what's in the container on the tooltip (not currently visible, tooltip text is being truncated)
Stricter bed placement - half height wall exploit
Added another rock spawner to the outcrop on the left of the starting camp
Disabled physics on the rock spawners, stops rocks ending up underground
Fixed eat from dispenser filter not looking for resources (was ignoring berry bushes)
Crafting Table now gets unlocked after building the basic hut
Bow and arrow now gets unlocked after crafting a wooden club or spear (was tied to whittling skill)
Stone Axe and Rabbit Trap now get unlocked after building a crafting table
Tribe tracker role tooltip improvements
Role descs
Some more ai behaviour improvement.
Fixed meshlod culling sphere bounds
Tweaked territory radii on island 1 spawners.
Item Can Be Picked Up condition now checks if picking up the item would make the unit go above 100% encumbrance.
Removed gatherer role requirement for fire management
Switched fill containers goal from gatherers to cooks
Removed basket recommended item from gatherer
Added basket and hand axe to recommended items for the Cook role
glass bottle / pipe viewmodel / worldmodel prefabs and sounds (pt2)
glass bottle / pipe viewmodel / worldmodel prefabs and sounds
Added a minimum move speed to the Navigation component, defaults to 0.5
Fixes units getting encumbered to the point they can't move
Improve road intersection blending
More ai behaviour tweaks.
Some more tweaks to ai behaviour.
New animal behaviour applied to all animals.
Merge culling fixes and optimizations
Fixed sync issue + updated API
after a win, surviving units gain fame
Added PlayerTribe:PlayerComponent, migrated all tribe specific functionality to this component, cleaning up Group and Player.
Groups have leaders (currently first unit added)
TerritoryLocationSelector now selects a location based on the spawn position of the group for a non-human unit.
Animals will now wander around their territory instead of all over the map.
Fleeing and self defense should override idle plans.
Added fast native path for apply visibility; needs cleanup
Updated native Renderer plugin