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17,530 Commits over 1,614 Days - 0.45cph!

8 Years Ago
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
8 Years Ago
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch) IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default) A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping Fixed ItemsBuffer in Items not being cleared between various methods
8 Years Ago
Added an confirmation prompt for quitting the game Added a confirmation prompt for loading a game while a session is already in progress
8 Years Ago
Added SaveLoad change event for UI. Load game widget will always select first save on init, menu and pause screens button states get properly updated
8 Years Ago
save
8 Years Ago
Added equipment widget to the selected unit HUD, shows tools and weapons Added MachineProcess.ToString override Added MachineProcessSettings.DesireText field for MachineProcessActionDesire to use Added optional label field for tooltips, refactored how we populate tooltip content in some places Added an opaque background to tabbed modals/mega-menu (testing) Fixed Buildings not having the Build Addon interaction when they have addons to build (BuildingSettings onValidate) Added "min required" value for behaviour command collation on the radial menu
8 Years Ago
Added paused border/overlay thing
8 Years Ago
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit) This should fix animals getting stuck if they are bumped while facing taget
8 Years Ago
Fixed a couple of load/session change issues Fixed building upgrades not appearing in child radial menus
8 Years Ago
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!) Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
8 Years Ago
Event driven music can optionally play only once per session (start game music)
8 Years Ago
set movement layer to 0 weight in animator, (should have been set in code?)
8 Years Ago
forgot from last checkin
8 Years Ago
Crafting & Building windows show "unread" status icons on list elements Fixed map transition fog displaying wrong values
8 Years Ago
wolf improvements
8 Years Ago
set turn layer to 0 when is look at is not being called
8 Years Ago
turn off turn layer if not 0 when unit anim code gets lodded
8 Years Ago
Disabled full screen tutorial widget auto activation
8 Years Ago
Removed redundant Initialize override in ItemActionDesire that wasn't calling base and thus broke all the things
8 Years Ago
Made FollowCamera/MapCamera zoom to transition optional, currently disabled
8 Years Ago
Removed attack anim call from player controller input
8 Years Ago
Fixed EntityComponentSystem not incrementing component index properly
8 Years Ago
made is looking anim transition take priority to is alert anim on animal controller
8 Years Ago
goat anim polish
8 Years Ago
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
8 Years Ago
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
8 Years Ago
Tweaked the various Sit action plans -Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action -Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
8 Years Ago
Fixed building views not getting set to finished when the last required item is deposited
8 Years Ago
compile fix
8 Years Ago
Removed UseTarget from ItemActionDesire
8 Years Ago
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes) Command generation/collation WIP Building addons via interaction
8 Years Ago
Added machine process desire creation and keep desire check for said desires
8 Years Ago
MachineProcessActionDesire added (not in use yet)
8 Years Ago
goat mesh/skinning improvement
8 Years Ago
changed Go To to distance instead of radius
8 Years Ago
reverted goat stats changes accidentally checked in
8 Years Ago
moved animal combat to a new layer so root motion can override movement made goat work with root motion attack
8 Years Ago
Fixed bad target filter setup in GoalPlan.DropUndesiredItemAtCamp causing blackboard read spam
8 Years Ago
Condition / consideration settings editor fixes
8 Years Ago
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback) Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
8 Years Ago
more flag stuff
8 Years Ago
Added a toggle to log any flag changes on the debug tool
8 Years Ago
Player instigated GPVs get double momentum Buildings no longer require construction (data change, testing)
8 Years Ago
Data
8 Years Ago
Action break/end call refactor, should make for cleaner, more useful call stacks
8 Years Ago
bring dispenser item to fire should write the fire as a machine and not a building
8 Years Ago
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand
8 Years Ago
null check and warning for Behaviour when trying to apply skill gain
8 Years Ago
renamed a confusingly named behaviour chain element variable
8 Years Ago
Improvements and fixes to building and fire gathering AI. Cleanup of EntityValueConsideration.