17,530 Commits over 1,614 Days - 0.45cph!
Fixed node removal button in AI designer not working
Objectives without a Definition will just consider themselves to be completed when the time runs out.
Started work on Objectives triggering after Tutorials.
changed lost and found starting trees to oak so they aren't so blatant
Added triggered spawning to all types of entity spawner.
Added complete all tutorials objective to Lost and Found game mode.
Moved Tutorial Subtask unlocks to Tutorial.
TutorialSettings can now define Unlocks and GameEvents for both starting and completing the Tutorial.
Spawners can now be set to be triggered by events rather than spawning at game start.
Fixed missing mesh refs on oak tree mesh colliders
Restart session functionality added to pause UI
Objectives ported to PlayerObjectives player component
Edit mode sessions dont run scene spawners (only biome populations)
Scenario editor progress
LoadGameWidget selects a save on activate
Fixed steamworks being inited twice
Diplomacy widget updates status icons based on current relation
Hopefully fixed units waiting forever for thrown weapons that are thrown off a cliff and out of bounds destroyed
Simplified Session, got rid of interface and abstract types
Disable fog of war in cutscenes, tribe creation
Game over/complete UI screen shows objectives, allows continued play if the scenario supports it
New Objective: Befriend A Tribe (added to Washed Up)
Axes and spears are now gifts (Improved versions are more valuable gifts)
New TribeDiplomacyTrigger type for detecting diplomacy changes
Can no longer breed with people from other tribes
Fixed some issues with gifting items
Fixed oaks getting bad material colors
Various post tweaks, biome colors
New foliage mats to biome libs
Oak spawns (replace pines for now, to test)
oak tree has no shadows on leaves
Spawn populations editor fix
Build fix
Objectives UI can be collapsed
new oak tree model
new fern
upgrading foliage,bush/grass/ferns to work with foliage shader
Disabled map camera transitions pending refactor
Objectives console commands fixes
Objectives console commands
SimpleConsole warns you when a method with the ConComd attribute is not valid
DataAsset OnValidate cleanup that I've been meaning to do for ages
Removed some time delays when cooking with a stick
Hopefully fixed an issue where FaceTarget would sometimes not fully rotate to the target rotation and would never end
Some more tutorial screen info/images
Added persisted data for consumable (cooked amount/states)
Collated command for cooking items on fire
Can now set the cooked state of an item via the debug tools
Various objectives bits
Fixed building completion activity not being generated when a building does not require construction or materials
All completion triggers must pass before an objective is completed
Added "Build a camp" objective with time limit (Washed Up game mode)
Objective time remaining displayed on UI
Disabled idle sit on ground behaviour
DataBrowser saves sidebar scroll vector
More unsaved stuff + fixed build error
Tutorial Sub-Tasks can now trigger unlocks when starting (eg. unlock basic weapons when the player is asked to craft a weapon)
Unlock is silent (no UI pop-up)
Fixed back button in radial menu widget in wrong position
Added an open script button to CommandGenerator dropdowns to open the script up to the appropriate file/line of the generator
IsDesiredEntity condition now checks for BuildingAction Desires as well as Building desires
Added an IsDesired condition to the Create Building Desire action to prevent the Construct ability appearing when a unit already has a matching desire
foliage shader update & merge
Objectives prep, tasks cleanup
BaseAssetEditor optimisation
Fixed BiomeSettingsEditor NRE when removing weather types from a season
RTS camera follows unit when selected
UI bits