17,530 Commits over 1,614 Days - 0.45cph!
island-02 mountain rework wip
Weather debug flag to always update from data in editor
Race/tribe color tweaks, randomised color from palettes for clothing
Locked progression elements will in most cases now show what is required to unlock them instead of a description (not all unlock modes support it yet)
Tweaked progression depth calculation system to return more understandable values
Changed rules for masking unlock elements in progression tab
Can now light torches with other lit torches
TribeConfig in GameConfig now has a list of TribeNamePair that is used for generating tribe names - each pair is a name (eg. Sun, Spear) and an appropriate icon
Can still override either name or icon from the TribeSpawners by specifying a name or icon (if unset the tribe will be spawned with random)
TribeCreate now picks a random name /icon on start (not hardcoded to tribe of the beard anymore)
Humans now have AI for dropping undesired items.
Fixed pause menu options menu prefab being out of sync with the main menu options (had old layout settings, audio settings widgets were appearing incorrectly)
renamed AI module groups to "packs"
Sound option widget uses slider
ConditionSettingsWrapperDrawer improvements
Missing selector and tidy up of movement management
Fixed player controlled movement speeds
DSE on validate ensures that selector conditions always have a desires result of true
Moved selector assets to conditions folder (fixes them not showing in data browser)
AI designer nodes show selectors with labels
AI Module groups can now specify which unit class they're default on.
Also Reorderable list of modules.
Each unit should now have the right movement management AI.
dirtied all the things with DSEs
BestUnitToFormCollection selector now NearestGroupMember
Added GroupHasActiveCollections condition
Fixed NRE in PopupEditor
Migrated all selector types to conditions, added Selector condition type
Removed SelectorSettings, wrappers, and related code
Lost and found level rework, developed the other side of the island and mountain
Fixed bad indents caused by AgentParametersEditor
Merge from AI rework cause
Ignitable items can now be lit via specified machine processes as well as other items
Exposed Ignite Blackboard Item With Target to the player (This means the torch can now be lit on a lit campfire by the player)
Added Ignitable check functionality to ItemFilterSet
Fixed a couple of stone piles that were spawning inside cliffs
FaceTarget action now ends instead of breaking if IsFacingTarget gets set to false by something else
New Go To Unit (distance 6) action
Diplomacy-Introduction abilities now use the new Go To Unit action, looks more natural and works a lot better when used on a moving unit
Fixed building widget not showing material requirements
Diplomacy widget now shows a different display if the other tribe has not been met
Fixed some clothing items missing the standard clothing icon (helps consistency in radial menu)
gathering for fire ignores carried items
Progression tab now shows more unlocks
Fixed a bunch of unlocks not having explicit prerequisites for better UI display
Added some collated descriptions to deposit interactions
Hacky fix for first building option in Build tab starting clipped (I just jiggled the scrollbar a bit)
Fixed equipment widget showing duplicate items
rock_huge_01 remodel - files/prefab
lost and found central mountain rework
Fixed IsCarried animator bool not being set when an item is placed
Increased width of some label fields in the Player Progression Widget to reduce text overlapping
Better labels on new unlock definitions
Fixed another incorrect UI material
bunch more work on island-02
lost and found level update
Island-01 height and water map rebake
deleting this stuff plastic readded when it forced me to update before checkin