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380 Commits over 181 Days - 0.09cph!
Seasons can now be configured with min/max temperatures, number of days, etc. Seasons now progress and transition. Added WeatherForcest which generates the weather conditions (just temperature for now) for the next 7 days on a rolling loop, adding a new day to the end, at the start of each new day. Weather now uses the current season day values to control the temperature. Seasons can be configured per scenario, including starting season and day. Set some initial season temp values.
#ifdef'd some terrain editor code to fix builds
weather / seasons wip basics
revert shadow distance to 250
Fix tile error, updated tiles
optim/fix normal averaging, tweaked tile merging group
merge
Added UpdateTimings as a central place for setting frame tick intervals for systems. Switched stuff to use it, tweaked some values.
Happiness modififers get Duration+1 now (to include the remainder of the current hour). Reworked VitalModifiers so if a vital has the max modifier count, adding a new one will replace the one with the least duration remaining. Unit markers refresh happines display less often than selection.
Critical happiness markers now show regardless of unit selection.
Added ConsumedTasty and ConsumedHorrible happiness modifiers, trigger if edible flavour >= 0.5 or < 0
JobHandlerComponent ui now shows current job and current job task.
Hide Human component UI now it's not displaying anything (moved happiness stuff to the happiness component)
happiness and storage component UI formatting changes now there's more space.
ui update
Merge branch 'master' of BeforeProto
merge UI
fix menu canvas scaler settings
Hovering unit portraits now triggers entity hover.
Update todo.txt
added UIUitils.GetValueString which rounds to 2 places and forces a + / - at the front. Fixed the double ++ in happiness modifiers.
HappinessComponent now lists the positive and negative modifiers in the component UI.
Added No Bed happiness modifier. Large homes can now only sleep 2 people instead of 4.
Happiness modifiers can be flagged as critical, and will show UI above units. Set Cold, hungry and thirsty to critical.
adding missing colllision
more river accessibility stuff
switched walkable bool to enum in proto tiles +setup prefab
merge
adding river bridge tiles
wip happiness/ui/alert/unit markers.
WIP cave/river accessibility setup
Merge branch 'master' of BeforeProto
Added gained and lost tribe member happiness modifiers. Added PreHumanDied and NewTribeMember game events.
Cold, Hungry, Thirsty, Well fed, Well watered happiness modifiers
fixed some tile orientation bugs with caves
adding cave/river tiles
Merge branch 'master' of BeforeProto
adding missing tiles / colliders
Merge branch 'master' of BeforeProto
VitamModifiers now checks for and removes rexpired modifiers after ticking them.
A bunch more happiness groundwork. Added a happiness modifier definition system, modifiers can stack X times, expire, etc. VitalModifiers now ticks its collection of modifiers, returns the combined value, used in the set function of HappinessComponent.
Added HappinessComponent, moved happiness tick function etc out of HumanComponent into it. Added a generic VitalModifiers class for holding & limiting a dictionary of modifiers by an enum key with limits.
adding triangle tile type, enum pass
Merge branch 'master' of BeforeProto
WIP Cave Tile
reworked how the cave tile are built
wip setup for cave tile+ river
set terrain to avoid broken stuff in the main scene
Happiness starting values
Base happiness level ticks back towards 0 (ok) each hour by a maxim of 1/48