repobeforecancel

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

7 Years Ago
split palisade up into 3
7 Years Ago
material name change and forgot meta
7 Years Ago
re export with NMO
7 Years Ago
Various UI cleanup
7 Years Ago
vomit emote
7 Years Ago
Longer duration to first raid
7 Years Ago
Raid event icons
7 Years Ago
Added raid module to rats Raiding animals can no longer flee Can no longer disband raids (they either wipe out the tribe or get wiped out)
7 Years Ago
Merging from main
7 Years Ago
trying auto repath disabled on NavmeshAgent to see if it fixes weird pathing.
7 Years Ago
anim work
7 Years Ago
fixed application of stat value change threshold
7 Years Ago
Entities can flagged as inaccessible in a Unit's knowledge data. This can be checked in DM filtering and is set via navigation failure in SetDestination
7 Years Ago
Perform all filtering before increasing count of evaluated candidates. Added new RegisteredBuildingItems entity source for filtering.
7 Years Ago
actually enable single entity on food AI
7 Years Ago
Fixed a debug tools wrapper NRE
7 Years Ago
fixed NRE in GoalPlan. Food AI uses single entity mode again but checks SmartObject viability. Cooked food AI uses same pattern as Eat Something.
7 Years Ago
apparently I deleted a comment and didn't save it last night
7 Years Ago
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range) Added a condition type to check for a unit's role Added a bravery effect for defenders to make them more likely to stay and fight Added a PlayerDisabledRole activity
7 Years Ago
Unsaved change
7 Years Ago
New console command to fill a container under cursor (eg. fill_container Berries) Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction This change should make multiple units eat from a basket of berries at the same time
7 Years Ago
Register at Crafting Station checks if someone is already using it. Nuked machine process value. EntityValueConsideration is now just consume value. Food AI should now choose better between eating from dispenser and picking up items. Current Goal and Last Goal Plan should now only clear from a break that doesn't set a new GPV. Fixed GoalPlanVariant.CalculateScore inconsitency causing AI to get stuck sometimes.
7 Years Ago
move base Warmup call to correct method
7 Years Ago
quality settings
7 Years Ago
another highlighter optimization
7 Years Ago
Cleaning up some entity description stuff Added MotionBlur graphics option Added new Low quality setting
7 Years Ago
Save
7 Years Ago
EntityInspection widget activation order fixes
7 Years Ago
apparently unsaved data
7 Years Ago
New defender role, equips a wooden club and wanders around territory (still WIP)
7 Years Ago
Raiding animals won't sleep New activities for raid begins and raid in 24 hours
7 Years Ago
Fixed items inside a container being marked as HeldBy the last unit holding the container Fixed items getting picked up into a container being added to the units MyItems list as well as the container's list (only gets added to container now) These two fixes should make units more likely to eat from baskets
7 Years Ago
More UI bits
7 Years Ago
Fixed building panel category toggles being invisible
7 Years Ago
Cleaning up some UI stuff, fixed issues with building panel showing new unlock icon when it shouldnt
7 Years Ago
can no longer set current building when encumbered
7 Years Ago
let's not lock woodcutter and stonecutter
7 Years Ago
Improved Building AI to attempt to eliminate some situations in which people get stuck building. InteractionPosition now just keeps a list of all blockers instead of doing the box check.
7 Years Ago
Building prefab layers update
7 Years Ago
Entity view creation/update now sets appropriate layers for all transforms, including anything named "ground" Updated ALL view prefabs with correct layers (was previously set at runtime)
7 Years Ago
Modified some unlocks
7 Years Ago
changed name of mud to ground on bulidings removed "grass crafting" unlock from buildings so units can upgrade the roof
7 Years Ago
building fbx (breaks stuff) fix soon
7 Years Ago
Added some checks in OnValidate to detect activities that generate notifications that don't auto expire and have no expiry conditions Added an expire time field for critical severity notifications (defaulted to 15, used to be -1) New OnValidate checks picked up Death activity as never expiring, marked it as auto expire/critical severity
7 Years Ago
Fixed Birth activity not auto expiring (it had no expiry conditions, so it persisted forever)
7 Years Ago
Added an "Ignore Items in Containers" bool to target filter Find item for Blackboard Stockpile now ignores items in containers so that the 15 possible items are no longer all items in the stockpile we're trying to fill
7 Years Ago
Deleting SelectBestBuildDesire Turned off Evaluate single entity per type on Find Item for Blackboard stockpile (closest log after placing a log on stockpile was the item we just placed, which is already in a container and invalid so the filter would fail)
7 Years Ago
Removed BuildingActionDesire. Hopefully fixed people often owning more than one house.
7 Years Ago
merge from registering items for buildings
7 Years Ago
merge from main