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

7 Years Ago
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls) Renamed Behaviour to AIBehaviour to stop unity whining Renamed Animation to UniAnimation, also due to whining Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
7 Years Ago
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
7 Years Ago
Cleanup
7 Years Ago
Added the missing return in GoToSmartObject from 16100
7 Years Ago
Subtracting 16100, 16099
7 Years Ago
Fixed need defs editor not showing the fulfilment conditions Fixed group needs not triggering
7 Years Ago
Added missing return in GoToSmartObject. Warping added to Navigation logs.
7 Years Ago
Added a method to disable navigation and warp to a position. Going to smart objects now warps to the interaction position and leaving them unwarps.
7 Years Ago
Fixed SuppliesConsideration and Condition not correctly getting the settlement. GoToUnit action is a bit more lenient.
7 Years Ago
Data
7 Years Ago
Fixed settlement housing and food needs missing their completion conditions Another attempt and cleaning up animation bool change callbacks
7 Years Ago
Cleanup
7 Years Ago
Item.PickUp no longer adds the item to the unit's group (pending issues that this make unearth, but we need a better solution)
7 Years Ago
Animation component tick/bool change callback runs every frame to avoid potential lingering fuckery Fixed NRE when CookCookable process finished
7 Years Ago
Settlement leader keyword name fix, include claiming group in activity data
7 Years Ago
Fixed buildingView NRE
7 Years Ago
Settlement levels, activity, keywords, enum gen
7 Years Ago
NRE fix
7 Years Ago
added despawn point on nospawns
7 Years Ago
Reworked group joining/leaving AI
7 Years Ago
Combat testbox settlement assignment TribeSpawner adds buildings to settlement
7 Years Ago
healing station
7 Years Ago
NRE fixes
7 Years Ago
Fixed various issues caused by people leaving the tribe
7 Years Ago
Deactivate unit detail view if they get destroyed
7 Years Ago
testbox splats
7 Years Ago
Fixed NRE in HumanPortraits.Update when someone leaves the tribe
7 Years Ago
Various hunting AI scoring improvements Re-enabled Human/Cook/CookCorpse/FindAndPutCorpseOnFire goal plan
7 Years Ago
Fixed NRE when someone leaves the tribe
7 Years Ago
data
7 Years Ago
ItemAction.OnItemActionCallback is static, no longer does stupid check for settings equality
7 Years Ago
Added LeaveGroup goal to the Human-GroupActions module, which is now installed by default and no longer managed by the GroupMember component. People will now leave the tribe using this AI module, and go find another group to join if possible. Added various group and settlement related conditions/actions.
7 Years Ago
Crafting failure activity uses goal failure activity generators again, does some special case stuff for tooltip text Fixed potential NRE in AIAction.Break (check state, shouldnt happen so I added a warning) Strangers will no longer sit around the fire after leaving Role assignment activity no longer pops notifications
7 Years Ago
CanFindBuildingForTarget now uses group entities instead of knowledge
7 Years Ago
building anims
7 Years Ago
Added checks for components to BuildingFilterSet. IsStockpile condition now checks for the component rather than the category. Selecting carried items for a container will now skip clothes unless we registered them to the container.
7 Years Ago
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
7 Years Ago
fixed cliff around the quarry on testbox
7 Years Ago
Removed knock-out effect from hammer & rock weapon data
7 Years Ago
Removed packages we dont use
7 Years Ago
Fixed settlement info UI showing bad value text
7 Years Ago
SensesSystem init in bootstrap
7 Years Ago
Fixed senses not working after starting a new session (oops)
7 Years Ago
Fixed NRE in tribe creation when starting a new game after quitting a loaded save Quicksave overlay Added BudgetYield utility for iterating over collections and calling some function within an ms budget
7 Years Ago
Fixed load game button tweens targeting wrong objects
7 Years Ago
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs. Same as above for Stonecutter. Added a quarry to testbox.
7 Years Ago
Cleanup
7 Years Ago
Settlement radius/extension preview visualisation Cannot place buildings outside of settlement radius Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
7 Years Ago
Settlement claim functionality, AI action
7 Years Ago
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed) Added Conditions.SettlementBelongsToMyGroup Fixed tribe leaver unit selection not checking flags correctly Settlement claimable state