388 Commits over 181 Days - 0.09cph!
Moved tool requirement to task level, more WIP tool requirement stuff.
Adding heighmap generation
Merge branch 'master' of BeforeProto
don't spawn units/animals under water
Can now specify a hex corner for the player starting area and shit will get setup.
Added permanent FOW vision of radius 50 to starting position.
Reworked NavigationComponent to use CalculatePath to fix delayed starts when pathfinding.
Harvest selection box now uses screen points like unit selection. Fixed cursor texture settings.
Small/large home interaction radius tweaks, starting unit spawning now uses Utils.RandomAtCirclePerimeter so they start in a circle around the storage.
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.
Entity def can now specify to use terrain normal for rotation or not. Placement uses terrain normal.
Can now toggle resource and animal spawning on Test
Added a water plane with a NavMeshModifier to exlude it from navmesh baking at runtime.
Simplified the minimum number of tile type (added flip)
some terrain/input changes to work with new terrain
added Unity's extra navmesh shit. Create navmesh surface at runtime after generating terrain.
Fix side material on 2 tiles
removed some debug stuff.
Moved HexTriangle.Init instantiates to a new function, added collision + set layer, changed some util functions to use new terrain
Quick changes so terrain can be generated at startup, set terrain pieces to ground layer and add colliders on spawn.
Adding WIP Hex terrain system
WIP hex terrain stuff
Animals now run away from fire heat sources, removed dedicated combat control state, interaction radius tweaks.
Added stick piles, sticks, stick resource, small campfire, large campfire.
Intergrated the combat mode controls into default control mode. some other misc stuff.
Component interaction fixes, resource refresh events.
Entities face their current task entity
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.
Crafting fixes. Resource refactor.
Crafting fix (StorableComponent stack count now defaults to 1 not 0)
Added walkability tests to fix some nav bugs.
Basic trap/trappable functionality.
Tanning station, fur storage, fur resource type, rabbit fur item, added some fur clothing craftable items,
Added generic Meat item. TrappableComponent/def wip.
More trap stuff. Spawn rabbit dens.
Added trap building category, added a placeholder rabbit den resource and a placeholder small trap buildable.
Added vital definitions for existing vitals, show correct shit in vitals ui.
vitals display bar early WIP
ResourceConsumerComponent now creates resupply jobs when resources have expired. Added TaskWitdraw. More storage/withdraw/deposit changes.
Fix for production queue UI. Fix for hiding component UI on same frame as showing it sometimes.
Added tool storage building, crafted items are now added to the world storage.
Basic implementation of TaskCraft
Craft job role and definition
Don't mouse check entities if over UI