199,348 Commits over 4,140 Days - 2.01cph!
Is Carrying Required Tool no longer checks hand availability
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
Gas station initial dressing pass WIP
gas station pavement LODs/COLs/Prefab
Unit now has a ref to it's Tile too
Made Board.GetUnitTile() private and made everything use the new ref instead
New snow terrain tiling and material settings
some .position -> .tile changes
Tile.MoveDirection now takes two tiles instead of 2 positions
Added DDSUtil for texture data export to dds
Added direct to dds output on texture packer
Repacked building atlas material
Fixed building atlas lod material
Terrain atlas generator now exports directly to dds
Generated new terrain atlas textures
Building AI improvements, still a little janky but the general idea is there.
AI logs now work without opening the debugger.
UnitAttachments has a debug panel.
Removed campfire from nospawns.
Added DDSUtil optional partial mip chain export
Re-generated terrain atlas textures with mip chain limit
Added IsInvoking to invoke handler
NPCPlayer uses invoke handler (particularly due to CancelInvoke)
Converted some remaining stuff to invoke handler
More work on Navmesh Grid.
Fixed IOOR exception in ScanForPositions.
InteractionSettingsWrapper attachment point requirements WIP.
Untested removal of blocking from UnitAttachments.
commiting subtracted things subtracting to a branch
Reworked friendly/hostile introductions as abilities rather than conversations
Hostile Introduction now uses TriggerComsAngry01 animation
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
PlayerModel female geo update
Decouples scary events from crime events, placing scary locations into a restored NPC shared knowledge object. Now cops shooting can be scary too!
AI tribe gifting items is somewhat working, still has a few issues
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
Gift component now has a value multiplier to allow for gifts of varying value
Made a new consideration to make agents pick better gifts
Made coconuts a x2 value gift
Some final testbox tweaks
Basic implementation of ladders
Merging diplomacy branch into main
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
update Squad editor, over UI camera stuff
disabling loadout in main scene
Use AsyncTerrainNavMeshBake the way it was intended.