branchBeforeProto/mastercancel
380 Commits over 181 Days - 0.09cph!
WIP tile accessibility stuff
Merge branch 'master' of BeforeProto
Entity/Component cloning basics/experimenting
added RangedValue stuff, value remapping stuff, more wip Deteriorate component.
WIP Deterioroate component. Fixed game speed UI not reacting to game speed change event.
Converted craftable recipes to use EntityDefinitionCount ingredient list instead of Resource lists. Changed a bunch of shit to support it.
Fxied come drag selection UI bugs. Unstartable job icons are now 2x larger than startable job icons. WarmUp task now faces heat source.
Addec Cook job type, job role definition, humans can perform cook jobs, cooking fire entity producer sets job type to cook.
EntityProducer can now specify the production job type per entity, defaults to Crafting.
tweak river path to limit uphill flow
Merge branch 'master' of BeforeProto
adding small cooked meat craftable, item, etc
Adding cooking fire station prefabs, entity & components setup. Craft task now checks the entity is functional before starting. Craft task will now fail on a tick if the entity has become non-functional. Added NoCraftingStation task fail reason. Component interaction UI will now show if the entity isn't functional.
Added digging stick tool item (tier 0 digger), craftable, prefab,definitions. Carrot resource now requires a digging tier 0 tool.
reduced hunger modifier of berries
Added carrot patch resource, added carrot items/harvestables etc
adding missing river tile, commenting river gizmo helper
Merge branch 'master' of BeforeProto
Food todo/design/planning
Merge branch 'master' of BeforeProto
river random seed
more river setup
Merge branch 'master' of BeforeProto
Finished refactoring Unit UI shit. Works with new tribe members now too.
WIP unit UI refactor so its easier to add new display items, and also support new tribe members being added during play.
Added TribeGrowthIntervalDays to scenario definition. Used to add a new tribe member every X days. Added Day tick/handling stuff to GameTime
updated mountain template piece, tweak river path
Merge branch 'master' of BeforeProto
Disable some component UI until its needed. Todo list.
Added Hammer tool type. Added hammer craftable, items, prefabs for Shoddy Hammer. Large homes require a hammer to build. Tier 1 tools reduce energy usage by 20%. Hammer is now craftable at tool crafting station.
Better tools can now reduce the energy used by tasks.
river tweak, bug fix
Merge branch 'master' of BeforeProto
Bug fixes for tool equipping. Now swap world positions of tools when being swapped.
Moved equip best tool code from JobManager to JobHandlerComponent
People will now also check for a better tier tool if they already have a tool when starting a job, and swap if need be. Added Job.GetToolRequirements()
adding terrain river setup
adding tile type
Merge branch 'master' of BeforeProto
adding terrain mountain setup
Merge branch 'master' of BeforeProto
Find and get the best tier tool available when starting a job
Tasks take tool tier and tool tier requirements into account. Drop any current tool before taking a new one.
refactored ToolComponent.ReduceDurability() to .UsedBy(entity)
Added Entity.OnDestroyed event. StorageComponent listens to entity destroyed for any items it holds (and stops listening when they're removed). Tools break when they hit 0 durability and get destroyed. (and so removed from the human too)
Shitloads of tool stuff. Requirements, durability, tiers, types, components, definitions, etc.
Added hand axe item, craftable, etc.
Fixed some control issues when mouse is not over valid terrain.
ignore
ignore?
Added EditorUtility.SetDirty(moduleData); to create tile data button.
fix tile rotation
adding tile scale parameter, linking tile data in the main scene
WIP rework terrain tile referencing
terrain stuff, normal seams average
merge
Death to vitals/environment now trigger PreEntityKilled event, with the world entity as killer. Random Y rotation on spawned entities (forgot to put it back).
Trapped rabbits now create small meat. Increased small meat hunger modifier. Small traps now require twigs not wood.
TaskConsume will now eat multiple items from a storage component if they're available, until full.R educed hunger danger value from 1 to 0.75.
TaskConsume now uses the hunger modifier of food items and takes the most filling food item to consume. Added a withdraw function to StorageComponent that takes a specific StorableComponent and an amount.