repobeforecancel

19,298 Commits over 1,614 Days - 0.50cph!

7 Years Ago
Removed GameUI menu dropdown Desires UI juice WIP
7 Years Ago
Removed group modes from TargetFilterConsideration. Added ConsumeValueForGroup mode to EntityValueConsideration. Cleanup of Group to handle destroyed entities.
7 Years Ago
FogOfWar distance fade is relative to camera target, not camera xform
7 Years Ago
made rat tail smoother
7 Years Ago
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
7 Years Ago
Removed time hack on session load, doesn't seem to work anymore
7 Years Ago
Time fix on load Fix units trying to recook an already cooked thing
7 Years Ago
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
7 Years Ago
rat work
7 Years Ago
Terrain meta editor buttons for topology paint channels Various visual bits
7 Years Ago
Foliage asset cleanup
7 Years Ago
rat progress
7 Years Ago
Spawn refresh fix Saplings in birch spawn Nuked old tall pine
7 Years Ago
SpawnHandler destroy fix/NRE catch
7 Years Ago
Dont go hunting without a weapon
7 Years Ago
Fix dead units getting their navmesh agent turned on because of another navmesh fix Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
7 Years Ago
Fixed misleading cookable tooltip text Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
7 Years Ago
Added TargetFilterConsideration for scoring entities corresponding to the given criteria. Added a ConsumeValue mode to EntityValueConsideration. Updated some data on consumables.
7 Years Ago
Consuming a Consumable now applies the relevant food value half upon consume and the other half over the duration specified in the data. Consuming now has a duration.
7 Years Ago
rhino wip
7 Years Ago
Fixed SmartObject.CanSubscribe not checking if there are existing subscriptions when the plan we want to subscribe to is exclusive
7 Years Ago
Fixed spit missing building requirements (now requires 3x sticks) New dispensable wrapper spawn mode: OnNavmesh - spawns the dispensable on the navmesh with some random fuzzyness Fixes meat spawning on top of the campfire collider and being really hard to click
7 Years Ago
TakeFromDispenser will now break if the dispenser is being held by another unit
7 Years Ago
Disabled force density on oak spawner, was spawning so many trees it was crashing the editor
7 Years Ago
More tweaks
7 Years Ago
Fade time + tint wip
7 Years Ago
Save
7 Years Ago
Fixes to combat targetting
7 Years Ago
Misc cleanup
7 Years Ago
fixed a case in which units wouldn't actually free up their hands to use a tool. people will now consider dispensables that don't destroy the entity before considering those that do.
7 Years Ago
Acquire Materials For Fire now ignores entites with disabled SmartObject. EntityValueConsideration now checks for carried tools not only held.
7 Years Ago
fixed game mode starting unlocks not being force unlocked. added some unlocks to testbox game mode.
7 Years Ago
BehaviourChainFilter.OnValidate no longer forces FilterBySmartObjectViability to be false if certain conditions are not met
7 Years Ago
Spawn refresh button in Debug Tools World tab under "biome" Spawn tweaks
7 Years Ago
Spawns
7 Years Ago
7 Years Ago
birch tree mouseover works
7 Years Ago
Removed Stick and Firewood. Renamed Big Stick to Stick. Branches and Logs can now be put directly into the fire. OnValidate things in SpawnPopulation and ItemSpawner to remove null spawns.
7 Years Ago
Added DispensableWrapper.IsUsableAsDispensedItem, indicating that the dispenser entity itself can be used in place of the item it dispensers (e.g. in crafting, machine procesess, etc)
7 Years Ago
Combat skill gain will now apply the threat bonus regardless of who is attacking or not at the time, also cleaned it up a bit
7 Years Ago
Added Item.CanBeUsedAs method
7 Years Ago
Removed target list from Unit.Combat, replaced info class with struct. Refactored a bunch of code
7 Years Ago
Fixed SetDestinationSettings radius modes breaking early due to bad distance check
7 Years Ago
Replaced Unit.Combat debug logs with EntityComponent.Log variants for auto context/entity log support Unit.Combat.TryAttackTarget cleanup
7 Years Ago
Desire removal on GP failure WIP
7 Years Ago
Misc
7 Years Ago
Entity log clear button, max logs display field
7 Years Ago
Subtracting unit occluder stuff from main
7 Years Ago
Cherry picking jarryds occluded units stuff to a branch
7 Years Ago
First pass on a system to fade objects that are occluding the player's view For an item to be faded, it needs to be part of the hierarchy of a collider on the Resources layer AND tagged with the "Occlude" tag When an item that passes these conditions is found it will be set to the FadeMaterial on the new CameraOcclusion component, and it's materials will be reverted once that item is no longer occluding the view Manually tagged the leaves on the Birch and Oak trees - tagging isn't part of the model import process yet so this will need to be reapplied after a model update The fade material is just a transparent standard shader, this could definitely be improved