repoBeforeProtocancel

388 Commits over 181 Days - 0.09cph!

6 Years Ago
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.
6 Years Ago
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.
6 Years Ago
Vital dangerously low/high actions now get called each tick, not just the first time they enter the danger zone, so they will continuously try and rectify it incase they're doign something else currently.
6 Years Ago
Tweaked hunger values, people die from hunger more quickly and they consume food slightly faster.
6 Years Ago
Added a resources definition setup, world resources and starting resources are now specified in it per scenario.. Created resource defs for existing scenarios.
6 Years Ago
bit more Test -> WorlGen refactor/cleanup.
6 Years Ago
Moved a bunch of world gen stuff out of Test and into new WorldGen. Resource, unit spawning etc. Moved nospawn volume stuff to a new class.
6 Years Ago
Moved starting resources to scenario definitions. Added a hidden dev scenario which is editor default, with starting resources for testing. Setup starting resources for sandbox and mammoth task scenarios.
6 Years Ago
moved starting tribe size to scenario definitions.
6 Years Ago
Removed some debug spam
6 Years Ago
clamped terrain border deformation fixed nav mesh bug merge
6 Years Ago
Set start speed correctly when entering play state. Moved game speed control hotkeys into control state machine so they get disabled correctly when in a non-gameplay state
6 Years Ago
Set game speed to paused when entering scenario completed/failed states.
6 Years Ago
skip menu
6 Years Ago
Objectives failed event now includes the failed objective. Scenaio failed UI screen shows the objective you failed on. Combat projectile fix for when the source entity is destroyed.
6 Years Ago
Fixed survive object fail condition not being calculated correctly due to entity event being called before the entity gets destroyed. Renamed a function and some events to PreKilled to make it clearer when the events trigger.
6 Years Ago
Added a Debug.LogError to BindToNavMesh so we can catch it if it happens again after we fix the navmesh issues.
6 Years Ago
Added NavigationComponent.BindToNavmesh which is called as a last resort when an agent is given a navigation task and they're not on the navmesh. Calls Warp to set them on the navmesh near the target position.
6 Years Ago
fixed NavigationComponent.CanReachDestination not failing correctly and therefore not cancelling the job
6 Years Ago
Adding a loading screen because navmesh gen can take a few seconds and it looks like it's locked up when you click play.
6 Years Ago
Scenario select screen now lists objectives.
6 Years Ago
adding mesh collision to template pieces, combine and deform collider more terrain stuff (collider/deformer)
6 Years Ago
task anim stuff
6 Years Ago
wip anim stuff, task/jbo events
6 Years Ago
ditched idle bool code
6 Years Ago
switched human units to alex's new controller, changed run anim code to use the blendtree.
6 Years Ago
anim setting updates human anim controller test Merge branch 'master' of BeforeProto
6 Years Ago
Setup menu and play states. Added scenario selection UI to menu, can select and start a scenario/sandbox.
6 Years Ago
more mode/state stuff. Added GameplayState, ScrenarioCompleteState, ScenarioFailedState. Stats enable/disable controls and relevant UI as needed.
6 Years Ago
set navmesh gen to default to on again
6 Years Ago
added axe (chop), build, craft, eat, gather, mine, pickup, sleep anims
6 Years Ago
grabbed some mode/state/controller stuff from clatter and stripped it down
6 Years Ago
Show gameover/scenario won screens as necessary
6 Years Ago
set water height value
6 Years Ago
hidding cube placeholder in the corner prefab
6 Years Ago
more terrain stuff added erosion to heightmap fixed mesh merge for multiple material added deformation Merge branch 'master' of BeforeProto
6 Years Ago
Added task debug info to F1 debug UI
6 Years Ago
Game over and scenario won placeholder UI screens
6 Years Ago
objective text/parsing fixes.
6 Years Ago
objective complete/fail conditions, scenario complete/fail logic. Added survive objective type. Added timer objective type.
6 Years Ago
more scenario/objectives shit
6 Years Ago
GameEvents wip, more objectives UI, more objectives wip, added KillObjective, basic scenario setup
6 Years Ago
wip scenario/objectives basics and placeholder UI.
6 Years Ago
Added option to disable Navmesh gen at runtime
6 Years Ago
Added entity name to entity info UI panels.
6 Years Ago
Pass on component UI info, disabling for stuff that doesn't matter, adding string population for components that were missing it, Task markers are now red when the task is currently unstartable.
6 Years Ago
cam fix
6 Years Ago
Job handlers will take a required tool if available before storting a job that needs it. Added StorageComponent.FindWithItem, dudes no longer start with axes.
6 Years Ago
Job keeps a pointer to the failing task
6 Years Ago
Added TaskStartOutcome enum, task Startable check returns the reason it's not startable, or just success. Made shit use it.