17,530 Commits over 1,614 Days - 0.45cph!
More PlayerController command buffer cleanup
Fixed RadialMenuWidget NRE
PlayerController only clears command buffers before evaluating new target in MouseOver
Radial menu buffers command data and cleans up on deactivate callback
PlayerController cleanup + logging
combat ability min range WIP.
radial now shows when holding right click.
"triggerAttack" is the non root motion attack and "triggerAttackPounce" is the root motion one
Tribe tracker role icons, animations
Added Before/UI Portrait shader
Fixed portrait clone rotation being set to match a reference unit that is ragdolling
Fixed building placement not working
Refactored player controller to handle a single interactable
Fixed tutorials loading.
Triggers will now always call Initialize (previously Setup) on game ready.
Moved initialization of triggers listening to static events to OnEnable.
Tribe tracker elements only refresh on demand (via thresholds for mood and health changes)
Group and Entity.EntityActivity event cleanup in OnDestroy
Unit.Navigation no longer rejects partial paths providing that the distance between the desired destination and the end of the path is within a threshold defined in data (default is 5)
PlayerController focus event no longer invoked for non-player controlled units, fixing an NRE UI.UnitDetailViewModal when playing in debug mode
camera fix to stop dead space when mouse over interactable object
Added a container capacity consideration
Restricted baskets to only carry food
Gatherers with baskets will now pick up baskets, fill them up with food and drop them by a campfire
Can now check if an item is in a container with an item filter
Still kinda WIP, there's some dithering where units repeatedly drop/pick up the baskets but they eventually get the job done
Added a recommended items to role definition, craft desires will be generated for each item when a role is assigned
Builder has hand axe, gatherer has hand axe and basket (equipping axes helps fend off early dangerous animals)
Checks if a unit already has the item and that the item is unlocked, rechecks every in-game hour to account for missing items, new unlocks
Fixed a dumb copy+paste error
fixed game being paused upon restart
UI refresh now happens at session end
fixed issue causing TerritoryLocationSelector to have a null grid.
Command no longer uses PooledList
Command pooling clarification
Fixed bad ThirdPersonCamera profile asset/assignment
Added "survive winter" objective to the default scenario
Disable highlighting renderer with UI
Fixed tooltip lingering when player entered fog of war
Fixed GameUI missing primary tooltip reference (and in turn fixes an NRE in RadialMenuWidget)
Fixed movement controls occasionally blocking deselection
Player controller clears and properly resets command pools (needs refactoring, feels like a mess)
Goats are no longer heavy as fuck to carry
Added BaseEntity.GetTypeString, override to return a nice player-friendly taxonomic phrase (wot it is, wat it do)
Auto push to public branch on steam
Fixed potential NRE in playerController
Fixed tabbed window view buttons not being clickable
fixed single unit building commands
Put craft button back on the game UI
Fire related AI requires gatherer role
Player controller multi-unit attack fix
multi unit interactions work again
Fixed highlighting shaders
Wearable NRE fix
fixed finding best unit for interaction
WearableObject decay setup
null check in PlayerController cursor thing
Fixed player controller not changing cursor when multiple units are selected
Tooltip fixes