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

9 Years Ago
- Missed some files
9 Years Ago
- Cleaning up Building a little - Added Rested Effect
9 Years Ago
:3
9 Years Ago
- Organising Scripts/AI/Common/Actions a bit - Re-wrote ConsumeItem to deal with consumable effects instead of firing a seperate Modify Attribute action with derived settings - Fixed some PlayerController selection/interaction issues
9 Years Ago
- Items deposited in buildings are deactivated - SmartObject EnabledInteraction now adds the interaction if it is not in the list
9 Years Ago
- Added DepositToBuilding and ConstructBuilding actions - Added Construct and DepositToBuilding Intercation chains - Player can place campfires by right clicking on the ground (without a unit selected) - Units can deposit items in buildings that are not constructed. A campfire takes 5 sticks to build - Campfires also create a TribeHub object which tracks the available items within a radius (currently 50 units). - Player can right click on a campfire and pick additional buildings to place. The list is filtered by availability, which is determined by the building's requirement list wihch is checked against the TribeHub stockpile via the campfire
9 Years Ago
- Building view creation tweaks (consitency between Item/Resource setup) - Updated campfire asset
9 Years Ago
- EffectSettings now has TriggerStart and TriggerEnd instead of a single Trigger.
9 Years Ago
- Added basic fail state, when the player's tribe dies out, we pop a UI modal - Fixed ActionChain constructor not assigning hashed_id of the EffectSettings - Added IsStackable flag to EffectSettings, to control whether an effect can be applied to an agent multiple times - Fixed PlayerCamera still taking input when UI in Modal state
9 Years Ago
Adds/Deletes/Moves I forgot to tick like a dumb dumb
9 Years Ago
- Added Unit Flags system and Actions to Get/Set them. - Added UnitFlagCondition - Death Effect reworked to check/set flags so it only gets triggered once - Added Starving effect applied when Hunger reaches 0 - Fixed Unit.View.Animator NRE - Fixed NotificationsWidget not firing when Activity is added - Improved asset naming and display in BeforeEditor. All asset files are now saved with their type as a Prefix (Type.Name). - Asset types are now shown in ReordableList elements in the editor
9 Years Ago
Added PickUp interaction to the Comsumable SO template
9 Years Ago
- Added Container/ContainerSettings item components and editor tab - Splitting up PlayerController a bit into partials - Added Container interaction handling to PlayerController - Items can now only have a single ItemComponent of each type (for now) - Refactored item view handling and setup (mostly for resources and buildings) - Units can deposit items in containers, a temporary set of interactions is created when the player pops a radial on a container
9 Years Ago
Cleanup
9 Years Ago
Cleanup
9 Years Ago
Draft radial/context menu implementation. PlayerController deals with popping the radial and passing in the smartobject on RighClickDown. If an SO has more than one interaction, we should the radial with a button for each, otherwise right click will call TrySubscribe on the first interaction.
9 Years Ago
Attachemnts dict no longer uses string keys (AttachmentPoints enum)
9 Years Ago
Tweaks
9 Years Ago
- Unit+Attachments improvements. Now firing Animator.SetBool() for each AttachmentPoint when Attaching/Detaching Items - Added Human CarryingRShoulder anim, updated controlls with new layers + masks for each arm and params for carrying
9 Years Ago
- Moved Human+Equipment logic and attachment handling to Unit+Attachments - PickupItem now calls AttachItem - Added Head attachment point to Human rig
9 Years Ago
- Renamed Equipment ItemComponent to Equippable - Added Position and Rotation Offset for items when IsCarryable - AttachmentPoint improvements - Fixed NRE when SO vicinity radius is 0 - Updated HumanMale assets
9 Years Ago
updated human male assets
9 Years Ago
- Added Item.StoneAxe and art asset - Added EquipItem Action - Added Equip Interaction - Added Equippable SmartObject - Added Human+Equipment which handles equipping Items with Equipment components and attachment points (rough) - Updated HumanMale with rig updates Which all means that Human units can now pickup and then equip items to appropriate attachment points!
9 Years Ago
- Improvements to item view handling in BeforeEditor - Added some basic art for wood/stick/berries items - Resource now creates Interactions before passing them to its sibling SO. This is hacky for now, but it works - Added Scripts/Utility/ItemSpawnTester
9 Years Ago
ItemComponetSettings creation first pass
9 Years Ago
- Item Refactor - ItemSettings, Item and ItemView no longer abstract - Added ItemComponent - Resource renamed to CraftingMaterial - Containers renamed back to Resource (TODO : Add generic Container that Resource and others will derive from) - Resource, CraftingMaterial, Consumable and Equipment all derive from ItemComponent - Added Editor tabs for different ItemComponents
9 Years Ago
Fix ZoneEditor not persisting the correct Biome enum
9 Years Ago
Cleanup
9 Years Ago
Arid Biome + Palm FloraGroup. ZoneSeasons editor update tweak (fixed biome editing preview)
9 Years Ago
Merge from ZoneResources
9 Years Ago
Merge from main
9 Years Ago
Removing Colliders from Zone in all scenes
9 Years Ago
- Added AddToStockpile Action - Added DepositItem Action - Added ConsumableView, ContainerView - Added Placeholder Sticks and Wood Views - Added Constructable SO - Cleanup/Fixes
9 Years Ago
Building construction requirements groundwork
9 Years Ago
Removed ResourceType from DispenserSettings.Item Added ItemCategories enum Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
9 Years Ago
Building now derived from Item (which feels wrong, might rename Item to Entity?)
9 Years Ago
9 Years Ago
Fixed a dict lookup error in BeforeEditorTab Better handling of MinMax sliders (float rounding to decimal places)
9 Years Ago
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset) Added Editor designs for Resource (Dispenser) Item management
9 Years Ago
Editor tweaks
9 Years Ago
Added option to hide assets with no editable properties in BeforeEditor
9 Years Ago
Tweaks
9 Years Ago
Renamed Incentives to Interactions ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
9 Years Ago
-remerge with main
9 Years Ago
-merged with main -fixed bug with focus point of camera rising -consequently tried to fix, again, camera dropping jerkily from atop hills. Sort of succeded for most cases.
9 Years Ago
Add/Move/Deletes that I missed
9 Years Ago
Basic Item consumption now works. ModifyAttribute supports Consumable derived "settings" Added PickUpItem and ConsumeItem actions
9 Years Ago
Cleanup
9 Years Ago
Added smartobject_test scene assets
9 Years Ago
Action refactor v1 ActionChains now have a single execution method in Run() Action has mehods for Start, Run and End Refactored all existing Actions