19,298 Commits over 1,614 Days - 0.50cph!
remade big stick view model from 5 varients of sticks that made up wood building 01
TribeCreationManager doesn't need to load all clothing assets each time it spawns a unit
Splitting Collaborations related AI behaviours into distinct modules
Fixed AIDebugger calling TimeManager before it exists
made dummy smaller
checking in crocodile fbx even though it has been unchanged for weeks and not ready to go in
Added Active Social Selector to Ability.Collboration-Breed(Sender)'s DSE
Fixed CollaborationRecipientIsWaitingForSync incorrect state
Fixed bad toggle in collabs debug
Added CollaborationSettings data type, refactored related Actions and UnitComponent API
Added some Collaborations data to the debug tools panel
Fixed game only starting with 4 people when loading from main/standalone path
Fixed bad getter in ManagerSingleton.Instance causing some Mangers to be created twice when ru?nning the game from a Zone scene in editor
Added NavMeshObstacles to the two fire building view prefabs
First draft of Breed Collaboration
Cleaned up how we manage expired Collaboration Requests and Social Invitations
fixed some issues with the attacks while running not facing fowards and the torso twisting resetting while pausing.
removed
if (TimeManager.GameSpeed == GameSpeeds.Frozen)
return;
from lateupdate as the code after was still requried to run while paused in order to offset the bone rotation
Menu UI "New Game" button hook up
Hitting the L key should no longer restart the game (was only implemented for quick testing).
Removed unnecessary use of static fields in managers (now expose static properties that access the fields via the singleton instance).
EntityComponentSystems inherited from a Singleton class not managed by Unity, thus it's internal instances wouldn't null on scene unload, added a Shutdown routine to fix this.
RestartGame functionality now works.
not sure why this changed, if the wolf was broken this might fix it
Corpse decay/dispenable tweaks
Human corpses provide raw meat
Radial menu buttons default to hover state
Fixed un-restricted entity selection causing some weird bugs in editor
Radial menu puts UI in modal state while active
Radial menu is now closed by any clicks outside it
Fixed long standing bug in BehaviourPlanSettingsEditor that caused the ActionChain reorderable list drawer to stop displaying after Unity compile
Refactoring UIScreen management
Fixed toggling the menu UI also toggling the game UI incorrectly...
Fixed UIManger modal state management coroutine to only wait for a frame when setting the value to false
Removed "IsModal" from UIScreen, because it was a hack and we don't need it anymore (i think)
Player logging settings
Re-enabled pre-placed animal dens on island1
Fixed NRE related to weather/windzone in WorldManager init when playing island1
Fixed tribe start not working on island1
Fixed EntityView.Awake making calls to the WorldManager singleton, which it should not.
EntityView.Awake overrides in ItemView, ResourceView etc
Condition.CandSendCollaborationRequest and Unit.Collaborations.CanSendRequest(target) now return false if the Unit has any pending, accepted or synced requests
Social - Collaborations AI module is re-enabled
Lots of Socials related conditions cleanup and improvements. People breed again!
Fixed Action.CreateSocial destroying socials when the target's invitation was selected!
Action.CreateSocial breaks if CanSendInvitation fails on the target, to avoid two Agents trying to create a social with each other
Action.CreateSocial can secify whether to Destroy the social if the invitation sent to target was declined
Added MaxInactiveLifetime to SocialSettings
Breeding socials will destroy if their first invitation is declined
Fixed UnitPortraitWidget not showing up until you've deselected a Unit once (BEFORE-535)
updated human torso mask so the flipping spears should work when throwing and walking
Debug selection restrction is stored in EditorPrefs
Fixed NRE in DebugToolsObject
Data save
in combat has an addive animation to make animals look scary
Fixed RequestCollaboration sending the wrong ability plans to each unit
Lots of collaboration data design tweaks
Fixed DSE debug NRE related to evaluating Social roles
Debug overlay tweaks, can now show info for all units, not just selected or player tribe
SocialParticipants no longer have a state, as it was useless and over-complicating lots of the API
SocialParticipants are only created once a SocialInvitation has been Accepted
SpawnDistrubtion raycast/ground height fix to make things spawn properly on top of layers other than Ground.
Refactoring Socials to have a similar API to Collaborations, as well as better recording keeping with Invitations.
Moved some EntityView stuff into Awake
Initial implementation of building placement collision checking
improved the getting hit anims