repoBeforeProtocancel

388 Commits over 181 Days - 0.09cph!

5 Years Ago
Moved tool requirement to task level, more WIP tool requirement stuff.
5 Years Ago
Adding heighmap generation Merge branch 'master' of BeforeProto
5 Years Ago
don't spawn units/animals under water
5 Years Ago
Can now specify a hex corner for the player starting area and shit will get setup.
5 Years Ago
Added permanent FOW vision of radius 50 to starting position.
5 Years Ago
Reworked NavigationComponent to use CalculatePath to fix delayed starts when pathfinding.
5 Years Ago
quick hex refactor
5 Years Ago
Harvest selection box now uses screen points like unit selection. Fixed cursor texture settings.
5 Years Ago
Small/large home interaction radius tweaks, starting unit spawning now uses Utils.RandomAtCirclePerimeter so they start in a circle around the storage.
5 Years Ago
Can now rotate the camera with Q/E. Moved explore command hotkey to X. Create and resize a NoSpawn volume around starting area during level gen to prevent resources and animals spawning within the specified ranges.
5 Years Ago
Entity def can now specify to use terrain normal for rotation or not. Placement uses terrain normal.
5 Years Ago
Can now toggle resource and animal spawning on Test
5 Years Ago
Added a water plane with a NavMeshModifier to exlude it from navmesh baking at runtime.
5 Years Ago
Simplified the minimum number of tile type (added flip)
5 Years Ago
some terrain/input changes to work with new terrain
5 Years Ago
added Unity's extra navmesh shit. Create navmesh surface at runtime after generating terrain.
5 Years Ago
Fix side material on 2 tiles
5 Years Ago
removed some debug stuff.
5 Years Ago
Moved HexTriangle.Init instantiates to a new function, added collision + set layer, changed some util functions to use new terrain
5 Years Ago
Quick changes so terrain can be generated at startup, set terrain pieces to ground layer and add colliders on spawn.
5 Years Ago
WIP hex terrain stuff
5 Years Ago
Adding WIP Hex terrain system WIP hex terrain stuff
5 Years Ago
Upgraded to latest unity
5 Years Ago
wip tool requirements
5 Years Ago
docs
5 Years Ago
Animals now run away from fire heat sources, removed dedicated combat control state, interaction radius tweaks.
5 Years Ago
Campfire tweaks
5 Years Ago
Added stick piles, sticks, stick resource, small campfire, large campfire.
5 Years Ago
Intergrated the combat mode controls into default control mode. some other misc stuff.
5 Years Ago
Component interaction fixes, resource refresh events.
5 Years Ago
Entities face their current task entity
5 Years Ago
TaskNavigate can now take an entity as the target, and will use it's interaction radius to pick a nav position. Switched all tasks to use the new method.
5 Years Ago
Crafting fixes. Resource refactor.
5 Years Ago
Crafting fix (StorableComponent stack count now defaults to 1 not 0)
5 Years Ago
Rabbit den tweaks
5 Years Ago
Added walkability tests to fix some nav bugs.
5 Years Ago
Basic trap/trappable functionality. Tanning station, fur storage, fur resource type, rabbit fur item, added some fur clothing craftable items,
5 Years Ago
Added generic Meat item. TrappableComponent/def wip.
5 Years Ago
More trap stuff. Spawn rabbit dens.
5 Years Ago
Added trap building category, added a placeholder rabbit den resource and a placeholder small trap buildable.
5 Years Ago
Added vital definitions for existing vitals, show correct shit in vitals ui.
5 Years Ago
vitals display bar early WIP
5 Years Ago
Misc shit.
5 Years Ago
Some cleanup.
5 Years Ago
ResourceConsumerComponent now creates resupply jobs when resources have expired. Added TaskWitdraw. More storage/withdraw/deposit changes.
5 Years Ago
Fix for production queue UI. Fix for hiding component UI on same frame as showing it sometimes.
5 Years Ago
Added tool storage building, crafted items are now added to the world storage.
5 Years Ago
Basic implementation of TaskCraft
5 Years Ago
Craft job role and definition
5 Years Ago
Don't mouse check entities if over UI