19,298 Commits over 1,614 Days - 0.50cph!
Player default commanded Ability is SetCombatTarget, not Attack
Renamed Social "Abiltiies"
Fixed missing default abilities on Player prefab
Formed some opinions on threat map caching
DSE shouldnt be Serializable
Moved DSE.EvaluateConditions and QuerySelectors overloads for public use to DecisionScoreEvaluatorsUtility
Hold RMB for 300ms will open radial for interactions with target entity, without RMB release
Abilties and Interactions are correctly hidden in the UI when appropriate
Default target abilities actually work
Added an influence consideration to animal food AI
Split DSE debug into partial, renamed some odd methods
Conditions now construct a "failure string" when the DecisionContext they're in is instigated by the Player/UI
Conditions can be flagged to "hide UI on failure" in the context of a BehaviourPlan's evaluation
WorldManager TOD_Time property is static, uses Instance. pattern that we use in other managers
PlayerController refactored to deal with interaction and ability evaluation
RMB must be held for a small time (currently 300ms) before a radial menu is shown, a single click will invoke a default interaction command for the target SmartObject. Mulitple SmartObjects will show a radial by default, without the hold timer.
Fixed NRE in UnitView.IsTurning setter
Added Item Requirements to as part of the Construction Requirements for buildings, that they can both have generic material requirements, but also more specific item requirements.
Incompatible traits are now taken into account when setting up traits
Bad ! on SkillTypeDefinitionEditor
Added a new type of stat manipulator value type, the "reponse curve". Pick the type of curve, and the value you want to modify the curve's response to where the current value of the stat is positioned in it's range.
Can be used to modify the impact of a stat manipulator's value by what point of the stat's range the current value is at. (eg. eating a berry when you're really hungry feels more filling than when eating it on a full stomack).
Berries should be much harder to get green fullness from, but current stat manipulator options feel slightly limiting.
First building to unlock should probably be the skinned tent rather than mud hut (since you've killed an animal and got pelts to spend).
SelectableIndicatorWidget tweener tweaks
DecisionContext now has a PlayerInstigated flag, to avoid conditions et al creating Desires when we evaluate Interactions through the UI
Human Food AI improvements : people will now light the fire if there is an uncooked, skinned carcass nearby
ID duplicate validation for AIDatabase
Desires unsubscribes from TOD time events on destruction
PlaceController building placement guide tweener reset
Fixed PlayerController not firing mouse over events in the correct scope
Unit.Morale.GetFleeDestination ignores unit perception data if the Unit is flagged as destroyed or not perceived
Senses book keeping is not shit
Exposed Traits data and tweaked it a little
Traits Component now uses the group component
BaseEntity creates components in constructor, not Setup. Related refactoring
Selection indicator tweeners
Added group traits component (not hooked up yet)
RTSCamera LMB drag behaviour is much less shit.
Fixed player controller not nulling selectedEntity
Removed unit movement mode icon from UnitInfoWidget
Cursor widget test (disabled)
Selectable widget seamless thingy state.
Colors, icons, mood gradient.
Fixed island4 Editor Only folder missing the tag
LMB drags camera, MMB rotate mod for satan/sebov
Fixed MoodOverlay not working
Seperate flagging for UI exposure in BaseBehaviourPlanSettings
Radial menu button states that don't suck
Selectable indicator tweaks
Radial menu refactor, they show a lot of bullshit now. WIP
Another UnitView.FaceTarget NRE catch
Cleaning up GameUI in preparation for expanded radial stuff. Selection/hover indicators re-written, selected Unit indicator now colored to match the mood of the unit. We sims now.
Added a consideration for using influence map scores
Upped momentum drain rate on herbivore food goal plans
Corpse is now using DateTime for rotting and decay timers.
WorldManager.Time now pimpls TOD_Sky.Instance.Cycle.DateTime.
Replaced most/all uses of TOD_Sky.Instance.Cycle.DateTime with WorldManager.Time.