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

9 Years Ago
Improved GridManager / WorldManager init order
9 Years Ago
More descriptive "already destroyed" error msgs
9 Years Ago
TOD prefab tweaks to match the default temperate TOD xml that is no longer being loaded from the BiomeSettings
9 Years Ago
Cleaning up the TimeManager event listeners in EntityComponents
9 Years Ago
Forgot to reset timeScale lerp value
9 Years Ago
Moved all game speed management to TimeManager, including timeScale lerp which now works properly
9 Years Ago
Moved all time related stuff to TimeManager Added errors when we're trying to destroy entities that already destroyed
9 Years Ago
Changing Game Speed should now Lerp toward the new target value.
9 Years Ago
TimeMananger boilerplate
9 Years Ago
EvaluationTargetType should probably switch on the Mode of the condition/consideration?
9 Years Ago
Item Value for Building now support two modes (TargetItemBlackboardBuilding and TargetBuildingBlackboardItem).
9 Years Ago
When tribe wakes up, set gamespeed back to Normal, not Previous.
9 Years Ago
Made GameManager return early if incoming value is same as current value for GameSpeed.
9 Years Ago
On change speed to Super if it's not already set to Super, for the case of entire tribe being asleep, since internally GameManager doesn't handle any early returns when the incoming value is the same.
9 Years Ago
Made Tribe's sleep flag changed handler call directly to GameManager's SetGameSpeed.
9 Years Ago
Cleaned up OnMemberFlagChange that it supports more than just "in combat", that we just check flag and forward into "handlers". Added events for when entire tribe is asleep and when the tribe awakes again (when at least one is awake). Added Sleeping flag handler for OnMemeberFlagChange, that bookkeeps how many tribesmembers are asleep.
9 Years Ago
Aging now uses DateTime to calculate Age, to more robustly support shifts in time.
9 Years Ago
Reproduction was removing it's OnMinute from OnDay. Fixed.
9 Years Ago
ItemValueForBuilding now compares the item to the requirements of the building, and values item requirements differently than material requirements.
9 Years Ago
No shadows on dirtclick. Added sounds to dirtclick.
9 Years Ago
Alert sounds 2.
9 Years Ago
Alert sound.
9 Years Ago
Rearranged some files.
9 Years Ago
Lots of cursors.
9 Years Ago
Stealth cursor
9 Years Ago
Sleep FX scale mod + offset save
9 Years Ago
Effect : Sleep VisualFX is limited to Humans, fixed particle rotation + offset
9 Years Ago
Territories should now be less massive
9 Years Ago
Fixed cases where the radial menu would not show after a long RMB press on an interactable entity
9 Years Ago
VisualFX can specify the AudioSourceType for any sounds they want to play EffectVisualFX can specify a UnitSoundType AudioManager pools for all AudioSourceTypes, improved API and added convenience TryPlayOneShot
9 Years Ago
EffectSettings stores derived EffectVisualFXParameters, with option to limit application by UnitClass, when applicable
9 Years Ago
Soundtest
9 Years Ago
Removed redundant sound emitter. Sleeping tired conflict.
9 Years Ago
Merged from branch (Building Construction Requirements can now be specified by generic material types AND specific types of items, eg wooden logs).
9 Years Ago
SceneSaveHook isnt stupid. Build settings no longer contains 57 copies of island4.
9 Years Ago
Alert FX doesn't lag or behave weirdly anymore. Didn't add a sound to the alert FX, I don't know what you are talking about.
9 Years Ago
Removed dummies spawner from testbox
9 Years Ago
Dummies are now herbivore Fires have a smaller heat range
9 Years Ago
Fixed NRE when trying to open the radial over the campfire and potentially other entities
9 Years Ago
People can no longer talk to random objects
9 Years Ago
AssetMenu and AssetListDrawer only show groups of asset types when the group contains more than one asset, otherwise it just that asset
9 Years Ago
Player default commanded Ability is SetCombatTarget, not Attack Renamed Social "Abiltiies"
9 Years Ago
Fixed missing default abilities on Player prefab
9 Years Ago
Formed some opinions on threat map caching
9 Years Ago
DSE shouldnt be Serializable
9 Years Ago
Meta
9 Years Ago
Moved DSE.EvaluateConditions and QuerySelectors overloads for public use to DecisionScoreEvaluatorsUtility
9 Years Ago
Hold RMB for 300ms will open radial for interactions with target entity, without RMB release Abilties and Interactions are correctly hidden in the UI when appropriate Default target abilities actually work
9 Years Ago
Added an influence consideration to animal food AI
9 Years Ago
Split DSE debug into partial, renamed some odd methods Conditions now construct a "failure string" when the DecisionContext they're in is instigated by the Player/UI Conditions can be flagged to "hide UI on failure" in the context of a BehaviourPlan's evaluation WorldManager TOD_Time property is static, uses Instance. pattern that we use in other managers PlayerController refactored to deal with interaction and ability evaluation RMB must be held for a small time (currently 300ms) before a radial menu is shown, a single click will invoke a default interaction command for the target SmartObject. Mulitple SmartObjects will show a radial by default, without the hold timer. Fixed NRE in UnitView.IsTurning setter