19,298 Commits over 1,614 Days - 0.50cph!
Behaviours can now support multi-selections.
Currently only works on default interactions
Fixed default interactions for buildings not working (wrong click)
Fixed Roles.OnGPVChanged NRE
Refactored Roles system (see trello for deets)
Fixed TooltipWidget NRE
Fixed building UI not showing when you have no-one selected
don't command selected units to build when placing a building
shift deselects selected units
yam and carrot cookable on campfire with a stick
Tweaked aggression values to make animals more dangerous (just wolves right now) and fixed some issues with calculating hostility
Raid target falls back to just going to the player camp location if no valid interactions (like eating) are available
Tribe spawner now tracks ItemViews as well as BuildingViews so proper items are spawned with the premade tribes
Added a MoveAwayFromFire goal to animal idle, lets torches and campfires act as deterrents to animals
Player's group diplomacy component now tracks the last time the group was raided and added a 12-24hr cooldown so raids don't happen too often
Lazy init for UnitCollections and NavMeshObsctales pooling
Senses optimisations,
Fixed a bunch of fucked up UI from the 2017.3b10 bug
2017.3b11
Jenkinsfile
added root vegetables to spawn population
halved tree density to try and improve perf
menu music latest iterations
camera profile setting changes
made camera look at a point rather than averaged grid
Raid gets disbanded once the target interaction is no longer valid
More raid stuff, animals will now eat food they find in your camp
Fixed AO and AA options not working
Senses.GetSurroundingEntitiesFromGrid checks IsPerceptable
Added some potential Unit.Knowledge optimisations
Added Blackboard.Write overloads for special backing object types which hold value types (performance)
Fixed unit path renderers lingering after deselecting a unit
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up
WIP raid objectives, animals will only raid if there is food in the camp
Added ActiveRole condition
Split human hunting AI into its own module again
Gated Building/Crafting and Hunting modules by active role
Portraits stuff, UI fuckery
made camera movement more snappy (revert if you dont like)
muted walking looking anim because it annoyed me every time I saw it
Multi unit attack command support
Added new new tracker widget
Added New build widget
Disabled singular selected unit widget
Removed craft button, pending object driven commands
proper setup for crafting table
updated error message to tell me what to do
clothing shader has value float "decay" allowing a visual representation of tatty clothing
Disable new game screen, launch straight into default scenario on island1
Reworked raid objective (just position for now) into a new RaidDesire desire type. Can eventually be used to store an objective for a raid (eat from this spit, attack this building, etc)
WIP hostile raiding implementation
-Only implemented on wolves
-Similar system to Human Party system (should theoretically work with hostile tribes as well)
-A collection of 2-4 units is created at night, the collection leader then finds the players territory and starts moving towards it
Updated CameraOcclusion system to use new unit highlighting system
Fixed GameCamera not jumping to group position on game start
Fixed NRE in OverviewMapUI activation when player has no unit selected
Updating occluder branch from main
Fixed PlayerCamera tick gating preventing mode cycle
Path/target behaviour icon renderers for all selected units