17,530 Commits over 1,614 Days - 0.45cph!
interaction mouse cursor for multiple selection WIP
fixed personality persistence
Fixed unit path display NRE after restarting a session
Fixed tooltip not always filling secondary label text
Fixed selected unit indicators not being properly cleaned up between sessions
Fixed potential duplicate key and NRE in TerritoryLocationSelector, added error log when territory map is null
Fixxd tutorial widget not showing completion animation or displaying the next task
Jenkinsfile b11
renamed female damage renderer (needs to be have damage in the name, was called human_female_overlay)
Raid positions are now checked to ensure they can reach the player's camp - prevents spawning raids inside cliffs
Don't calculate lag locations (used for party movement) if we're not in a party
Added a rock spawner near the starting area on Island_01 so the first building is easier to make
Fixed smartobjects initialising their interactions before their interaction positions (caused the interaction to not init successfully, made buildings impossible to interact with)
Moved all player controller interactions evaluation to MouseOver (still somewhat WIP, expect bugs with multi-unit commands)
Properly removed interaction position data from all trees
Reverted wolf aggression back to 2 (was 2 before raid changes, ambient pre-existing wolves are too aggressive on island_01)
Added a Raiding effect that gets applied to units to increase aggression during raids
SmartObject wont create positions unless they are actually required by interactions
Added random ranges for time between raids
Added a starting delay for raids (set to 24h, so raids start on the second night)
Added a button to launch a raid immediately in the diplomacy inspector
Probably fixed TribeTrackerWidget not being reset between sessions
Fixed human damage overlay getting value of 1 which made everything look shit apparently
NRE fix in CameraOcclusion
fixed single-unit commands with multiple units selected
fixed GPV not being player instigated at the time of evaluating injectors
Updates interaction wrapper editor drawers to display role override field
Added InteractionPlan.GetRole which checks wrapper for override, update various usage
Roles.OnPrimaryGPVChanged callback enables role properly if applicable
Added InteractionSettingsWrapper.RoleOverride field, for future use
Unit.Roles now listens for specifically primary behaviour changes to determine active role
Misc DM/PlayerController cleanup
All player commands now clear player created desires (testing)
improvements and logging for multi unit commands
Highlighter fuckery
Fixed some weather types having under exposed post
AI debugger now shows forced ticks.
People no longer go on a tree felling rampage.
Multi-unit tree felling sort of working
Lets not do that multiple times in a frame
Call HIghlighter.ReinitMaterials when we mouse over a unit
fixed lingering pause overlay
Fixed unclosable unit detail view window
fixed human anim bugs caused by unity REVERT when fixed
Exposed raid sizes on the diplomacy parameters
Merging raids branch - can toggle raids off completely by unchecking RunRaids on the Tribe group diplomacy component
Occlusion casts to head rather than transform to fix highlight turning on because transform was too close to ground collider
Merging unit_occluders branch, units in the players tribe will now get their highlight turned on when blocked by Resource or Ground layers
Fixed definitions name lookup fuckery
Added new basic tutorial for building placement, role assignment (WIP)
Added PlayerPlacedBuildingTrigger
Added PlayerAssignedRole activity type, PlayerRoleAssignmentTrigger
Minor activity refactor, enum generation
Fixed map button not working
Removed zoom to map/to game code from camera code
Disabled primitive shelter, made basic buildings the lowest tier unlock
Interaction Desires for multi unit interactions WIP