17,530 Commits over 1,614 Days - 0.45cph!
Couple more NRE fixes when debugging animals
Fixed tribe tracker NRE when selecting non-player controlled units in debug mode
Fixed EvaluateInteractionForAllUnits NRE. Cleaned up related methods to avoid NREs
Tribe tracker role assignment via right click foldout
DecisionMaker.ScoreGoals only checks role if the parent module has no role defined
fixed single-unit commands given to a group of units
Make the radial great again
Removed PlayerController.SelectedUnit, replaced most usage with new SingleSelectedUnit property that will return null if there are multiple units selected
Fixed InteractionPlanData.ToolRequirement NRE
Interactions can specify multiple valid tool types
Player controller interactions fuckery
LMB on a selected unit will deselect other units
Double LMB on unit invokes "focus" event
Fixed a bunch of null conditions/considerations following Roles refactor
Added new detail view widget, opened by double LMBing on a unit
Behaviours can now support multi-selections.
Currently only works on default interactions
Fixed default interactions for buildings not working (wrong click)
Fixed Roles.OnGPVChanged NRE
Refactored Roles system (see trello for deets)
Fixed TooltipWidget NRE
Fixed building UI not showing when you have no-one selected
don't command selected units to build when placing a building
shift deselects selected units
yam and carrot cookable on campfire with a stick
Lazy init for UnitCollections and NavMeshObsctales pooling
Senses optimisations,
Fixed a bunch of fucked up UI from the 2017.3b10 bug
2017.3b11
Jenkinsfile
added root vegetables to spawn population
halved tree density to try and improve perf
menu music latest iterations
camera profile setting changes
made camera look at a point rather than averaged grid
Fixed AO and AA options not working
Senses.GetSurroundingEntitiesFromGrid checks IsPerceptable
Added some potential Unit.Knowledge optimisations
Added Blackboard.Write overloads for special backing object types which hold value types (performance)
Fixed unit path renderers lingering after deselecting a unit
Added ActiveRole condition
Split human hunting AI into its own module again
Gated Building/Crafting and Hunting modules by active role
Portraits stuff, UI fuckery
made camera movement more snappy (revert if you dont like)
muted walking looking anim because it annoyed me every time I saw it
Multi unit attack command support
Added new new tracker widget
Added New build widget
Disabled singular selected unit widget
Removed craft button, pending object driven commands
proper setup for crafting table
updated error message to tell me what to do
clothing shader has value float "decay" allowing a visual representation of tatty clothing
Disable new game screen, launch straight into default scenario on island1