branchBeforeProto/mastercancel

380 Commits over 181 Days - 0.09cph!

5 Years Ago
WIP cave setup merge adding collider to water Merge branch 'master' of BeforeProto
5 Years Ago
wip tribe happiness objective, tribe happiness events
5 Years Ago
TickTribeGrowth will not add a new tribe member if the overall tribe hapiness < HappinessCategory.OK
5 Years Ago
Added a tribe hapiness vital, its tick sets its value to TribeUtils.CalculateTribeHappiness. Added a vital display UI element to the overview UI to show the overall tribe hapiness.
5 Years Ago
Added HappinessUtils class, added .CalcultateTribeHappiness and .GetHappinessCategory. Added HappinessCategory enum. Added happiness info to HumanComponent UI string.
5 Years Ago
Added happiness vital, unhappy danger + critical triggers. People quit the tribe when max unhappy.
5 Years Ago
added UIUtils.GetMappedPercentageString. DeteriorateComponent returns current and rate UI values using it.
5 Years Ago
docs
5 Years Ago
Hovering an entity UI list item will trigger an EntityHover for it (showing entity UI). Added UI info strings to Edible + Storable components.
5 Years Ago
StorageComponent now fires withdraw event when a partial stack is removed.
5 Years Ago
Tasks can now have hunger and thirst modifiers, so certain tasks can make you.... hungrier and thirstier.
5 Years Ago
Soup recipe now requires water. Soup now cookable at cooking station. StorageComponent NRE fix. TaskConsume can now handle water too. Can hold shift to spawn storable items in stacks of 10 in debug entity spawner.
5 Years Ago
Spawn water wells as a (placeholder) water source. Humans can now carry water.
5 Years Ago
Added water storage
5 Years Ago
Added WateredModifier to Edible component. Metabolism.Consume() now also modifies watered vital. Set water ThirstModifier to 2, Soup ThirstModifier to 0.5
5 Years Ago
Added Watered metabolism vital, added OnThirsty job to find and consume water, and people can die to thirst. Thirst ticks at same rate as hunger for now.
5 Years Ago
Added water resource type, item, resource, storable, etc. Added a placeholder well item/prefab/etc as a source of water until rivers are interactable.
5 Years Ago
Player built structures can now be set to not show in the build UI. Set a few storage structures as disabled for now as they're probably gonna be removed. Eat and WarmUp jobs are now correctly set to destroy on return.
5 Years Ago
reduced storage capacity of cool storage vs regular storage
5 Years Ago
TaskConsume now picks foods with higher flavour (and therefore less rotten, too) first, then by hunger modifier.
5 Years Ago
Assigned the correct UI window to the relevant storage components.
5 Years Ago
Show stack count in UIEntityItem if entity has a StorableComponent
5 Years Ago
Storage component UI now listens to storage withdraw/deposit events and refreshes correctly.
5 Years Ago
wip storage component interaction UI
5 Years Ago
TaskConsume now calls MetabolismComponent.Consume() to handle food consumption and hunger modification there instead of in the task. Metabolism now keeps a list of the last 20 food items consumed for use later on when I add happiness. Debug entity spawner search functionality.
5 Years Ago
terrain stuff merge adding scrollview to debug ui Merge branch 'master' of BeforeProto
5 Years Ago
Fix for debug entity spawner not spawning humans correctly.
5 Years Ago
Added a debug entity spawner to F2.
5 Years Ago
Added Spawner component, to be used for generic item spawning, used for loot spawning on Units initially. Added loot (meat/fur) to animal definitions and meat to humans. Renamed rabbit fur to small fur.
5 Years Ago
added EntityComponent.PreDestroy, called in Entity.DestroyComponents, before EntityCOmponent.Destroy()
5 Years Ago
Fixed Entity.Destroy() being called in a bunch of places instead of EntityManager.DestroyEntity()
5 Years Ago
Disabled some debug.
5 Years Ago
UIComponentInteraction windows anchor to their associated entity as you scroll around.
5 Years Ago
Craftables now use EntityDefCount instead of EntityDef for producable item. EntityProducerComponent now uses the count toset produced item stack size. Set all craftable ItemDefCounts. Soup recipe now creates 5 soup items.
5 Years Ago
Added meat soup craftable/edible/item stuff. Takes large quantities of multiple ingredients, but will produce a large batch of food.
5 Years Ago
Added CookedStatus enum to Edibles (NotRequired, Raw, Cooked, Smoked). Set for erxisting food items.
5 Years Ago
added EdibleComponent.GetFlavourRating(), currently modifies food flavour based on deterioration. Design/todo.
5 Years Ago
Added flavour rating to edibles. Set up rough values, cooked > raw, fruit > veg, etc. Merge branch 'master' of BeforeProto
5 Years Ago
WIP tile accessibility (currently only solving elevation) Merge branch 'master' of BeforeProto
5 Years Ago
Added smoked small meat craftable/item/deteriorate. Takes a lot longer to cook than regular cooked meat, but deteriorates a lot slower too. Less filling than regular cooked meat.
5 Years Ago
Added Fruit/RawVeg/CookedVeg/RawMeat/CookedMeat deteriorate defs and set all existing food items to use them. They're shared comp defs so values only need tweaking once per type.
5 Years Ago
Scenario completed/failed UI fixes
5 Years Ago
task/job debug UI fixes.
5 Years Ago
changed cool storage heat modififer -10 to -5
5 Years Ago
Added a a cool storage structure and placeholder model prefab. Stores food and has -10 degree heat source component. Fixed some bugs with interaction ranges/task navigation so that people don't stand inside the cool box and freeze to death after constructing it.
5 Years Ago
Deterioration now takes weather temperature + heatsource modifiers into account for temperature rate ticks.
5 Years Ago
Increased meat deterioration rates when above freezing temp. Added an option for DeteriorationComponent to destroy the entity on total deterioration. Flagged meat for destroy on deterioration.
5 Years Ago
Don't clone components with a null ComponentDefinition when cloning an entity. Deterioration now copies when cloning an entity (ie food stays rotten when a stack is split)
5 Years Ago
DeteriorateComponent basic tick stuff & UI details.
5 Years Ago
Cleanup. Giantified grass.