19,298 Commits over 1,614 Days - 0.50cph!
progression window bounds/clamping stuff
More progression UI progress, editor generation of content
Greyscale UI shader
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
correctly named rat attack event
debug selected animals can be commanded to attack
rat mesh polish
rat idle polish
added anim events to rat attacks
Progression window zoom/pan and improved layout
Unit eye color/size control in debug view
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
rat sleep anims are better
Added game_event.trigger console cmd
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
Added IsCannibal bool to Ecological Parameters.
Animals will now only eat corpses of other animals if starving or cannibal
Fix for entities potentially being hidden by fog when they shouldnt
Research stations now their own data, no longer saved in GroupProgression, allowing for multiple concurrent research choices (the fuck was I doing at 2am)
Version++
Fixed research choice unlocking things immediately
Hunters will no longer pick up dead people and try to cook them
it's now game over if your whole tribe is dead or disabled
hopefully fixed collection was modified error when someone leaves the tribe
TargetFilter max entities count does not include those that fail enabled/destroyed or matching type checks
StatusDisplay in BuildingSettingsEditor
Unit.Ownership removes ownables when changing Group
Building status icons status display modes (none, hover, always)
disabled post on portrait cams for now as it bugs out current decal setup
Nospawns setup for decal issue testing
Removed standing torches from AI tribe camp prefab
Can't mouseover invisible/disabled/fogged entities
removed can transistion to self from animal attack anim controller
Island 1 AI tribe no longer player controlled, is hostile
Fixed non-player human units clearing fog
Refactored builder item registration to be a little more robust and hopefully fix and lingering registration issues
Fixed unit's clothing item views being managed by fog of war vis
Items are also hidden in fog
CanFindStockpileForItem writes to blackboard.Stockpile
Added CanFindBuildingForTarget condition/selector
Building deconstruct interaction is flagged dev only (pending impl)
Added BaseEntitySettings.HideInFogOfWar (any entity can now be flagged to have its visibility managed by FoW)
All buildings, resources (except trees) and units are hidden in fog of war
Brought back the original tribe threat activity and made it hopefully actually useful
MachineProcess will disable entities on deposit, by defualt