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

8 Years Ago
IsInTerritory now uses grid
8 Years Ago
Merge fix
8 Years Ago
Groups now have a territory grid, and buildings have been set to influence that
8 Years Ago
Left a TODO in IsInTerritoryConditionSettings.cs
8 Years Ago
Groups created from wrapper data, numerous refactors and fuckery
8 Years Ago
Moved PlacementMask/Check params out of SpawnHandler and into SpawnPopulationSettings
8 Years Ago
name change sfx
8 Years Ago
Nuked GroupMember Group is now in BaseEntity and has been merged with OwnerGroup
8 Years Ago
tool build success sfx added
8 Years Ago
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
8 Years Ago
more crafting sfx fiddles
8 Years Ago
Grass grid (top priority shit right there) Buildings should now be able to contribute to their group's influence map.
8 Years Ago
craft sfx changes
8 Years Ago
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
8 Years Ago
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
8 Years Ago
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass) missing file from last checkin
8 Years Ago
first pass fish and fishing
8 Years Ago
Delivering a killing blow should now always cause death
8 Years Ago
stone build sfx re-assigned to anim
8 Years Ago
Ugh, forgot to add new files.
8 Years Ago
Split Dispenser into partial (Dispenser and Dispenser+Items)
8 Years Ago
Hopefully fixed units staying in combat when their target dies
8 Years Ago
Social Abilities not player exposed
8 Years Ago
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
8 Years Ago
Fixed dead units not creating corpses
8 Years Ago
Units don't sense themselves. Senses debug overlay shit
8 Years Ago
Upped the senses range multiplier
8 Years Ago
DebugToolsObject GUI tweaks UnitViewEditor matrix tweak
8 Years Ago
Fixed bad perception condition in combat module. Sneaking now decreases visibility.
8 Years Ago
Removed tick from UnitPortraitManager Made PlayerController.OnSelectionEmpty more reliable Random clothes in tribe start WIP (probably bugged due to preview item code)
8 Years Ago
Avoid using GameObject.SetActive in potrait manager
8 Years Ago
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
8 Years Ago
Empty DMs no longer cause all subsequent DMs to be ignored. Fleeing is back!
8 Years Ago
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
8 Years Ago
Tweaks to fleeing calculations
8 Years Ago
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
8 Years Ago
Player kill desires being removed also results in combat target being cleared now.
8 Years Ago
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires Actions.CraftItem also creates Desires for newly crafted items
8 Years Ago
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
8 Years Ago
Removed un-used Goals/Plans/Selectors from the AI database
8 Years Ago
More combat tweaks
8 Years Ago
Combat appears to more or less work now, with some jank still.
8 Years Ago
Combat kinda works now
8 Years Ago
5.5a
8 Years Ago
Fairly big refactor on ItemDesire. Probably needs testing a bit.
8 Years Ago
Removed empty animation event from human_anim_craft/human_craft1
8 Years Ago
Compile fix
8 Years Ago
Cleaned up Desires a bit, fixed a bug that caused incorrect Desires to be created from CraftCommand
8 Years Ago
Fixed PickUpItem ACtion creating desires in StartImplementation rather than the OnItemPickedUp callback
8 Years Ago
sfx re-assigned to craft