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

7 Years Ago
Action.DepositEntity debug stuff to catch destroyed entities from blackboard data bug
7 Years Ago
storage rack positional interactions
7 Years Ago
VisualFX reset fix
7 Years Ago
Trunk save
7 Years Ago
Save
7 Years Ago
Fixed inspector close behaviour not respecting player controller pointer state Removed selected building widget, added basic (placeholder) content to inspector Wood trunks now provide 4 logs
7 Years Ago
SelectedBuildingWidget backup in case in this idea sucks.
7 Years Ago
Mouse buttons should close inspectors when clicking over world layers
7 Years Ago
Leader's Hut interaction positions
7 Years Ago
Disabled old AI for autonomous hunting and added AI for hunting only player command flagged units. Fixed player command icon not appearing over flagged animals.
7 Years Ago
Player controller now clears last target IInteractable when pointer hits UI
7 Years Ago
Overhead unit indicators hide bar container if any all are inactive Added Hunt player command
7 Years Ago
People can now take a corpse from the meat rack to skin it
7 Years Ago
Game manager extensions no longer store their own persisted data types, simplifies class generics Fixed some issues with Possessions pooling (don't create defaults in Setup, moved to init) Added proper VisualFX pooling Version++
7 Years Ago
fur items female versions
7 Years Ago
changed testbox back to sandbox and enabled some spawners
7 Years Ago
Distance Consideration tweaks to account for square distance vs non square. Food AI tweaks to stop people favouring far away resources over nearby onesx.
7 Years Ago
item unlocks
7 Years Ago
item icons
7 Years Ago
More widget stuff
7 Years Ago
Various widgetry.
7 Years Ago
New UnitIndicators & related assets. SelectedBuildingWidget stuff
7 Years Ago
Fixed rotten and burnt consumables having 0 food value, they now have very low food value and will incur a mood debuff (and possible sickness)
7 Years Ago
more debug
7 Years Ago
Added a bool to specify which entities get ignored from senses if not flagged. Only ignore trees from senses.
7 Years Ago
Added some debug logging for bad distances in GoToSmartObject
7 Years Ago
Fix for distance consideration score clamping
7 Years Ago
Possessions enabling/disabling when leaving/changing settlement. Consume value for carrots and yams
7 Years Ago
Last bits of table view fuckery
7 Years Ago
another table view property path
7 Years Ago
Tale view fix
7 Years Ago
data browser table view drills into structs and classes, ignores some dumb types, ignores fields with HideFromTableView attrib
7 Years Ago
piece level edit
7 Years Ago
fix broken human prefab
7 Years Ago
more fur items wip
7 Years Ago
fur clothing wip
7 Years Ago
Possessions fulfillment time tweaks
7 Years Ago
Longer construction times Interaction positions for construction on spit addon.
7 Years Ago
Proper fix for decal color issues
7 Years Ago
Activity popup override via data property BuildingView.Update dictionary safety, profiler sample
7 Years Ago
Attempt at fixing decal color issues
7 Years Ago
Activity types popup usage is optional
7 Years Ago
Potential fix for sleeping standing up anim bug UI panel noise mat tweak Settlement level up activity/notification color fix
7 Years Ago
Various UI
7 Years Ago
Various unit creation optimsations
7 Years Ago
Entity debug name cache
7 Years Ago
Various data tweaks to tree felling time to make it a bit faster, especially with blade tool. Woodcutting and mining AI uses appropriate jobs instead of Gather.
7 Years Ago
Fleeing action now only gets a new destination when we've reached the current one
7 Years Ago
sleeping in unclaimed building uses set next interaction to stop people from sleeping by the fire if the interaction position in the hut is blocked at the time of wanting to sleep.
7 Years Ago
not really any changes but just checking in so I can update without having a pending merge