repobeforecancel

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

7 Years Ago
Set isDead or isDowned bools when dropping carried units
7 Years Ago
Settlement creation UI is shown before the entity itself is created (fixes entity name not getting set before other systems kick in, like GroupNeeds triggers)
7 Years Ago
7 Years Ago
Fixed activity UI hiding itself
7 Years Ago
Fixed units that have left the tribe being marked as player controlled
7 Years Ago
Don't show items that aren't flagged game valid in crafting window Don't show building upgrades or addons that aren't flagged game valid in respective UIs Activity and Needs have separate notification and tooltip text fields GroupNeeds can apply effects to the whole group or inhabitants of a settlement Fufilment of a Group Need will now give the group a happiness boost relative to how quickly it was fulfilled
7 Years Ago
Fixed target filtering so that people can find hints and other entities with no SmartObject
7 Years Ago
Fixed activity UI NRE
7 Years Ago
Added Eums.HasFlagEntityType non alloc impl of Enum.HasFlag for the EntityTypes enum
7 Years Ago
When people leave the player's tribe they will join another if there are any available
7 Years Ago
Fixed bad vitals display in UnitInfoWidget Activity timeouts (defaulted all types to 10 seconds) Activity expiration uses condition groups Activity tooltip text
7 Years Ago
Deleted old Seek Out Attacker GoalPlan
7 Years Ago
Reset _genericCommand in PlayerController to avoid weird commands with null fields
7 Years Ago
Fixed activity widget colors
7 Years Ago
UI value element separated tint options for label and value text components
7 Years Ago
Fixed world space UI canvas being hidden after quicksave Fixed settlement indicator/status UI elements not having color reset properly
7 Years Ago
Fixed settlement creation UI appearing after loading a game
7 Years Ago
Building now has a HasActiveConstruction property to indicate that there's some sort of construction going on. Various bits of building AI now check this instead of IsFinished making it possible to build upgrades.
7 Years Ago
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs) TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading) Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
7 Years Ago
Dont parent views to container transforms in standalone builds
7 Years Ago
Stop navigating at end of FollowCombatTarget
7 Years Ago
Fixed Hostility check and tidied it up so we can see what's going on in there
7 Years Ago
Added buttons to Cohesion debug to trigger people joining and leaving the tribe
7 Years Ago
Flatten tree view hierarchy until it gets felled (potential perf opt)
7 Years Ago
Knowledger overlay (V) sorts entities by distance, has higher refresh rate Role assignment toggle fixes
7 Years Ago
More UI optimisation Fixed role assignment UI
7 Years Ago
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV. Targeting AI to high priority DM.
7 Years Ago
Reacting to unknown attacker set to always evaluate
7 Years Ago
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7 Years Ago
Added AI for reacting to being hit from an unknown attacker. Check for Can Use Combat Ability also checks for ammo now. Fixed it being impossible to equip in slots other than RHand.
7 Years Ago
coastal ambient sfx
7 Years Ago
Raid spawn points on island 1 Flagged collaborations module to always evaluate
7 Years Ago
More UI optimsation
7 Years Ago
More UI caching improvements
7 Years Ago
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
7 Years Ago
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
7 Years Ago
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
7 Years Ago
Hostility check now checks if the other unit is attacking a member of our group
7 Years Ago
More EntityManager tick cleanup, budget config etc Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
7 Years Ago
More lenient facing target condition
7 Years Ago
Removed old tick routine
7 Years Ago
EntityManager upate cleanup
7 Years Ago
approaching player units now shouldn't happen if we already have a combat target
7 Years Ago
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7 Years Ago
Optimised some campfire related target filters to filter by ID
7 Years Ago
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
7 Years Ago
Fixed null arg
7 Years Ago
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
7 Years Ago
Player component profiling
7 Years Ago
UnitInfoWidget optimisation