388 Commits over 181 Days - 0.09cph!
wip stat/modifiers attempt #999
switch renderer to hdrp, basic material conversion
Merge branch 'master' of BeforeProto
merge
Vital / Stat / Modifer work
UnitMarker critical alerts appear horizontally not vertically
Clothing work prep. Fixed ASE asmdef so builds work.
People can no longer attack themselves. Fixed a bunch of entity/component lookups
JobManager.ProcessQueue tweak, todo.
FreezableComponent now ticks hourly
StorageComponent.GetStored can now require that items be functional. People can't eat (and won't try to get) non functional (such as frozen) food or water.
Added FreezableComponent to water (item). Removed water resource from scenario resource definitions, now spawns 1 at each river tile.
Added FreezableComponent. Uses entity temp to freeze if temp < specified freezing temp. Can make the entity non functional when frozen. Water resource now freezes below zero. Can't harvest water when it's frozen. Reworked task creation to so all tasks take a target entity. Tasks can fail start due to non-functional target entity if required.
adding ASE, WIP terrain shader
cave ambient temperature is 10% cooler than the outdoor ambient temperature, if temp > 0
Unit fog of war vision is reduced to 20% of their vision range when indoors
Hide all CameraHideables at init (for now)
Added CameraHideable, CameraHideables, basic init.
Wind speed + temperature modification calculations now include indoor/outdoor check. Structure deterioration defs now return 0 for wind deterioration when speed is < 1mph.
Added TerrainUtils.GetTerrainZone(pos). Entities now automatically set their terrain zone (outdoors/cave) on position set. Entity hover UI shows entity zone.
namespaced Selection to Before.Selection
More terrain stuff for caves. Runtime navmesh gen now includes caves.
moved UIUtils to Before namespace
wip layer test changes (merging)
Merge branch 'master' of BeforeProto
Added Cave layer. Moved some terrain utils to a new TerrainUtils class. Added TerrainType, Terrain|Zone and EntityTerrainInfo. wip terrain info tracking per entity.
adding missing cave tiles
Merge branch 'master' of BeforeProto
merge
Fixed the double deteriorate component on generic storage
Added super shit placeholder snow particles. WIP WeatherElementComponent, a physical entity, moved by the window and controlled by the weather system.
Added a Hot negative happiness modifier. People don't like being too hot, kicks in at 35c+
People get thirstier faster in hotter weather. Utpo 30% faster at 40c.
DeteriorateComponent can now be effected by wind. Added low and medium quality structure deterioration. Better quality structures deteriorate slower in varying conditions. Added deterioration component to all existing structures. Set some starter values.
Global wind speed is affected by height. Added WindSourceComponent.GetSpeed(pos) and GetTemperatureModifier(pos). Weather temp calcs now include wind chill.
Ambient temperature calculations now takes terrain height into account
HexGrid.MaxUndeformedHeight
adding thickness to tiles, more change for cave setup
merge
Made summer hotter, increased water resource amount. WIP WindSourceComponent
Converted Weather class to an entity component, added to world entity.
Daylight curves are now set in the season defs and evaulated from there. Set winter to have less hours of daylight.
Got rid of some deadspace in overview UI
Scenario selection shows the starting season for each scenario
Weather forceast UI now shows the high/low temps for the next 7 days, advances each day. Added temperature colour gradient.
wip placeholder weather forecast UI
Overview UI changes, moved speed controls down and added current season display.