repobeforecancel

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

7 Years Ago
Removed skill levels Added role levels Removed Cook, Defender, Fisherman, Herbalist, Potter, Stonecutter and Woodcutter Roles Added Farmer, Shaman, Tanner and Weaver roles All gathering and food related AI modules are now default Research is now either global or station specific Research mode unlocks can optionally define a required role and/or required station Added interactions for research at craftsman, weaver, shaman and tanner stations Roles component no longer supports multiple concurrent roles, saves RoleInfo with level and exp Populated the progression graph with more content from the design doc Baskets no longer require the crafting station Version++
7 Years Ago
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
7 Years Ago
Only scale attached entities if they're not a unit
7 Years Ago
More commands clennup
7 Years Ago
Cleaned up player command management, fixed BEF-173 Fixed TribveTrackerWidget ragging perf
7 Years Ago
Can Place Order condition now checks if we already have a crafting order for the desire (fixes people repeatedly asking people to craft them stuff)
7 Years Ago
hooked up pot stirring, caged idle, ill idle
7 Years Ago
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
7 Years Ago
Lots of changes in the aim of making corpses cookable on sticks. Disabled the Goal for now because it's not quite there yet. Added ItemAttachments UnitSource to get Units attached to held items. Made Rat and Rabbit attachable to Stick. Added IsAttachedToItem condition so we can check units as well as items. Various TargetFilter tweaks and more.
7 Years Ago
Progression & tech tree designer improvements/cleanup Populated some more parts of the new progression graph
7 Years Ago
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled. This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
7 Years Ago
Publicly exposed durability value in Decay component because sometimes we actually want that value. Fixed the Value to show decay and not durability.
7 Years Ago
Fixed weirdness with tabbed window states
7 Years Ago
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
7 Years Ago
Fixed time range with 24hr duration scoring 0
7 Years Ago
Building panel fix
7 Years Ago
Debug building spawn starts player building placement
7 Years Ago
Added Cheat.UnlockAll, removed unlock_all cmd
7 Years Ago
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
7 Years Ago
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
7 Years Ago
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
7 Years Ago
added altar to unlock data
7 Years Ago
Missing bits
7 Years Ago
Exposed game over conditions to scenario configs Progression data
7 Years Ago
Removed CanMove property from Navigation and just using CanNavigate instead
7 Years Ago
More
7 Years Ago
Progression designer bits
7 Years Ago
Fixed player command cooldown
7 Years Ago
Progression settlement level unlock tweak
7 Years Ago
UI bits
7 Years Ago
Equipment UI basics
7 Years Ago
Fixed tabbed windows nav not working
7 Years Ago
Fixed empty stats in unity info widget
7 Years Ago
More UI, equipment widget prep
7 Years Ago
More UI
7 Years Ago
More
7 Years Ago
UI cleanup
7 Years Ago
More UI cleanup
7 Years Ago
More
7 Years Ago
UI fixes
7 Years Ago
Added CloseOnEscape utility component, replaces manually doing this in update for various UI widgets UI management now uses gameobject active state
7 Years Ago
updated unitview magic unitLookAtLerpSpeed number to match peturs turn speed changes
7 Years Ago
Snappier human movement.
7 Years Ago
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
7 Years Ago
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
7 Years Ago
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
7 Years Ago
Human basic attack range to 0
7 Years Ago
Movement mode AI to higher priority
7 Years Ago
UI save
7 Years Ago
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector) Added role assignment to detail view widget