19,298 Commits over 1,614 Days - 0.50cph!
Tweaked territory radii on island 1 spawners.
Item Can Be Picked Up condition now checks if picking up the item would make the unit go above 100% encumbrance.
Removed gatherer role requirement for fire management
Switched fill containers goal from gatherers to cooks
Removed basket recommended item from gatherer
Added basket and hand axe to recommended items for the Cook role
Added a minimum move speed to the Navigation component, defaults to 0.5
Fixes units getting encumbered to the point they can't move
Added PlayerTribe:PlayerComponent, migrated all tribe specific functionality to this component, cleaning up Group and Player.
Groups have leaders (currently first unit added)
TerritoryLocationSelector now selects a location based on the spawn position of the group for a non-human unit.
Animals will now wander around their territory instead of all over the map.
Fleeing and self defense should override idle plans.
Play UI sound for roles when they get enabled
Added role on click to buildings data
Various UI fixes
Tribe tracker roles foldout is more responsive, animates quicker. Only display game valid role icons. Role click feedback
Removed ImageMasked crap
added enable fog of war debug option
Fixed decay values on clothing getting set in non-normalized space (was setting decay to 80 when a unit got hit, which made all of the unit's clothing invisible)
Added a slider to the Decay component inspector to manually test durability changes
Removing some debug logs
PlayerController assigns default role on click failing any valid interactions (defined in entity settings)
Fixed interactions not being properly evaluated by playerController
Tribe tracker animator rework
Baskets now get placed instead of dropped by AI gatherers, fixes baskets full of food rolling down hills and falling into the ocean
If an item is recommended by a role definition, keep desires will now treat that item as required (fixes gatherers dropping their baskets at weird times)
More PlayerController command buffer cleanup
Fixed RadialMenuWidget NRE
PlayerController only clears command buffers before evaluating new target in MouseOver
Radial menu buffers command data and cleans up on deactivate callback
PlayerController cleanup + logging
combat ability min range WIP.
radial now shows when holding right click.
"triggerAttack" is the non root motion attack and "triggerAttackPounce" is the root motion one
Tribe tracker role icons, animations
Added Before/UI Portrait shader
Fixed portrait clone rotation being set to match a reference unit that is ragdolling
Fixed building placement not working
Refactored player controller to handle a single interactable
Fixed tutorials loading.
Triggers will now always call Initialize (previously Setup) on game ready.
Moved initialization of triggers listening to static events to OnEnable.
Tribe tracker elements only refresh on demand (via thresholds for mood and health changes)
Group and Entity.EntityActivity event cleanup in OnDestroy
Unit.Navigation no longer rejects partial paths providing that the distance between the desired destination and the end of the path is within a threshold defined in data (default is 5)
PlayerController focus event no longer invoked for non-player controlled units, fixing an NRE UI.UnitDetailViewModal when playing in debug mode
camera fix to stop dead space when mouse over interactable object
Added a container capacity consideration
Restricted baskets to only carry food
Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire
Can now check if an item is in a container with an item filter
Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned
Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals)
Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
Fixed a dumb copy+paste error