19,298 Commits over 1,614 Days - 0.50cph!
IsInTerritory now uses grid
Groups now have a territory grid, and buildings have been set to influence that
Left a TODO in IsInTerritoryConditionSettings.cs
Groups created from wrapper data, numerous refactors and fuckery
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
Nuked GroupMember
Group is now in BaseEntity and has been merged with OwnerGroup
tool build success sfx added
Fixed typo in BuildingSettingsEditor
Added two animal den buildings
Replaced all animal dens in island01, set up spawners to use them
InfluenceData.Contribution has the Range field attribute
Removed building completion actvity generation from Building, into PlayerController
more crafting sfx fiddles
Grass grid (top priority shit right there)
Buildings should now be able to contribute to their group's influence map.
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
first pass fish and fishing
Delivering a killing blow should now always cause death
stone build sfx re-assigned to anim
Ugh, forgot to add new files.
Split Dispenser into partial (Dispenser and Dispenser+Items)
Hopefully fixed units staying in combat when their target dies
Social Abilities not player exposed
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
Fixed dead units not creating corpses
Units don't sense themselves.
Senses debug overlay shit
Upped the senses range multiplier
DebugToolsObject GUI tweaks
UnitViewEditor matrix tweak
Fixed bad perception condition in combat module.
Sneaking now decreases visibility.
Removed tick from UnitPortraitManager
Made PlayerController.OnSelectionEmpty more reliable
Random clothes in tribe start WIP (probably bugged due to preview item code)
Avoid using GameObject.SetActive in potrait manager
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
Tweaks to fleeing calculations
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
Player kill desires being removed also results in combat target being cleared now.
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires
Actions.CraftItem also creates Desires for newly crafted items
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
Removed un-used Goals/Plans/Selectors from the AI database
Combat appears to more or less work now, with some jank still.
Fairly big refactor on ItemDesire.
Probably needs testing a bit.
Removed empty animation event from human_anim_craft/human_craft1
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback