19,298 Commits over 1,614 Days - 0.50cph!
Unit animation and item related fixes
Tribe no longer creates a TribeStockpile component (retired until potential later use)
Added Unit.UnitEvent and changed OnUnitDeath to a UnitEvent
Added ActionChainData that the ActionChain forwards into all Actions, rather than just pushing in the Entity reference. This lets Actions "communicate" indirectly, where one Action can store some specific data, and the next Action in the chain can "act" on that data.
Added Find Item Of Type Action to the mix, letting Cavemen find weapons when preparing for the hunt.
Moving some sounds around
Remove drag modifier input check in PlayerController rect selection
Default UIManager.isVisible to false
Reverting input manager to pre camera v3 state
Disabled combat abilities being scored by DM for now due to bugs
TOD Tweak
Emotes now have priorty which is used for weighted randomisation from the pool
Added some new sounds for male idle, hunger and tiredness
Moved GameStates and GameSpeeds enums to their own files
Made GameState and GameSpeed properties static in GameManager
Reverted bad analytics manager settings
Added ColorfulFX third party
Commenting out bad emote stuff
Fixing PlayerController interaction issues
Cursor state stuff, added contextual cursor variations
Radial button tinkering
Renamed ISelectable > IInteractable
UnityEvents for Entity destruction
PlayerPrefab tweaks
Made PlayerController UnitEvents serializable
PlayerController uses UnityEvents
RadialMenuWidget listens for PlayerController events
Units no longer play selected sound when sleeping
Units no longer selectable when dead
Tribe now has access to all buildings by default
More foreach removal in agent tick routines
Commented out ini parser stuff from GameOptions
Removing foreach in Unit+Senses
Added SmartObjectCollection (no functionality yet)
UI Font tweaks
removing most LINQ from senses (only using FirstOrDefault on init)
Fixed NRE in TooltipWidget
Added new tooltip UIWidget
A boatload of UI refactoring
More UI, icons for DataAsset, TribeHub refactor (now TribeStockpile)
BuildMenu UI testing
PlayerController Building placement correctly destroys placement entities
Removed skydome and player prefabs from startup scene, GameManger now loads them in Awake
WIP non functional UnitButtons UIWidget in Game screen
Disabled RMB radial menu via Ground layer interaction
Added MachnineSettingsEditor : EntityComponentSettingsEditor
Added ContainerSettingsEditor : EntityComponentSettingsEditor
Made ConsumableSettingsEditor inherit EntityComponentSettingsEditor
Minor code consistency refactor in Agent+Need, replaced delegates with Actions#
Disabled reflections in TOD for now
Scene prefabs. TOD XML. But not player(camera) prefab because we were idiots and collided it.
camera tweaks (no more cursor zoom)
added Cliffside topo
PlayerCameraEffects dynamic shadow distance tweaks for readability
Exposed some vars as ShowOnly in PlayerCamera
Catching a null thingie that happened once during testing.
Human male updated + crappy hunger + tired emote anims
Fixed UIWidget.Deactivate doing shit when the widget is active
Added CameraTarget component and some basic handling for target modes, currently using a placeholder gizmo when the camera is orbiting
Fixed unit info widget and some general UIWidget display issues
TOD + camera tweaks
Removed crappy UnitFlagConditionSettingsEditor, renamed IsActive to HasFlag in UnitFlagConditionSettings
Asset save
switched to visible metas, fixed null object ref in freezing effect
Moved SetDirty to BeforeInspector
subtractive to try and fix shit refs