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

7 Years Ago
Wearables & attachments weight in debug view
7 Years Ago
Fixed log stockpile selector using the wrong condition
7 Years Ago
Data
7 Years Ago
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type) Item pickup check no longer includes weight check from wearables
7 Years Ago
ProtoIgnore EntityId.cachedEntity
7 Years Ago
People should no longer hunt if they're carrying a unit. IsCarryingUnitCondition has a "Condition" mode.
7 Years Ago
More combat callback cleanup
7 Years Ago
Campfires can now be added to existing settlements
7 Years Ago
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry) Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
7 Years Ago
Combat targetting callback cleanup
7 Years Ago
Fixed potential NRE in VisualFX destruction
7 Years Ago
Made it impossible for people to own more than 1 building/home (for now) Ownable & Ownership cleanup EntityId caching
7 Years Ago
More senses cleanup
7 Years Ago
Cleanup
7 Years Ago
NRE fix
7 Years Ago
SensesSystem init fix
7 Years Ago
Moved all Senses tick functionality to SensesSystem, Senses holds only data and some lookup API for that data
7 Years Ago
ItemAction callback cleanup, should fix invalid cast and pop errors if something is hooked up incorrectly Reset role assignment UI via Refresh override
7 Years Ago
Fixed water edge shader Prevent duplicate activity notification spam Bigger tooltip for activity
7 Years Ago
Fixed potential NRE when destroying a unit with active visual FX
7 Years Ago
More room for activities
7 Years Ago
Activity text held by data struct, removed from factory method arguments Settlement happiness set to 100% when all needs are satisfied ThreatPerceptionCondition checks that the target isnt dead or disabled (should fix people getting alert effect from seeing dead things)
7 Years Ago
Add to stockpile interaction command generator ignores worn items Moved various crafting order API to Unit.Crafter Unit.Crafter component handles activity generation for failure to find required items
7 Years Ago
Save
7 Years Ago
Selective AI module evaluation can be toggled via debug Cheat commands prefixed with cheat.
7 Years Ago
Settlement size/territory display while building (using highlighter system for now) Fixed terrain decals being badly aligned to terrain on some maps
7 Years Ago
Fixed NRE in progression/research widget
7 Years Ago
Fixed errors when quitting from tribe create Fixed tribe race choice not changing available hair colors Clamped camera parallax on menu scene
7 Years Ago
Name input fields on tribe create, unit customisation and settlement creation all use consistent validation/content types and do not allow empty strings
7 Years Ago
Effects component destruction no longer removes effects, just clears and resets the pool to deal Fixed NRE in UnitView when quitting from tribe create Disabled camera parallax while spinning unit view in tribe create
7 Years Ago
SettlementView draws disc meshes to represent its size/territory Settlements debug panel, global config Settlement leader API & persistence boilerplate
7 Years Ago
Fixed NRE in WearableSlot.Unit_OnSetView (broke gender select in tribe create https://gfycat.com/ImmenseSmartDiamondbackrattlesnake)
7 Years Ago
cage
7 Years Ago
Menu scene NRE fix
7 Years Ago
Enabled tribe creation
7 Years Ago
Settlement level requirement checks buildings
7 Years Ago
Unlocks settlement level support (unlock can be triggered by a settlement level change) Settlement levelling basics (check requirements on need satisfaction, event for unlocks etc) Research UI button state checks research requirements, including settlement level Unit needs drain parent settlement happiness relative to inhabitant count
7 Years Ago
Fixed bad need types, editor NRE
7 Years Ago
Removed cohesion events & cohesion component, now handled on a per settlement basis Settlement levels boilerplate Unlocks can define a required settlement level (must have at least 1 settlement of the given level in order to research) Removed Group need type, now always associated with a Settlement or Unit Fixed decals persisting between sessions Replaced a bunch of Enum.HasFlag usages with non-alloc HasFlagEntityType ext method Added ClearFog cheat (turns fog of war off)
7 Years Ago
null check the group in the GroupMember OnGroupChanged callback
7 Years Ago
Tribe leavers break all active behaviours and clear desired target. When a Unit changes group they will assign themselves a random settlement
7 Years Ago
Fixed strangers being able to sleep in your buildings
7 Years Ago
stone impact sfx
7 Years Ago
Set Raid AI to always evaluate.
7 Years Ago
Main menu UI fixes
7 Years Ago
Fixed gamespeed changing back to incorrect values after group sleep ends
7 Years Ago
Deer override dead anima assignment
7 Years Ago
Animal animator override isDead state
7 Years Ago
Fixed dropped units having fucked rotations
7 Years Ago
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement) Reset game speed and pause overlay UI states properly between sessions Added IsDead override state to the human animator