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

10 Years Ago
- Improvements to item view handling in BeforeEditor - Added some basic art for wood/stick/berries items - Resource now creates Interactions before passing them to its sibling SO. This is hacky for now, but it works - Added Scripts/Utility/ItemSpawnTester
10 Years Ago
ItemComponetSettings creation first pass
10 Years Ago
- Item Refactor - ItemSettings, Item and ItemView no longer abstract - Added ItemComponent - Resource renamed to CraftingMaterial - Containers renamed back to Resource (TODO : Add generic Container that Resource and others will derive from) - Resource, CraftingMaterial, Consumable and Equipment all derive from ItemComponent - Added Editor tabs for different ItemComponents
10 Years Ago
Fix ZoneEditor not persisting the correct Biome enum
10 Years Ago
Cleanup
10 Years Ago
Arid Biome + Palm FloraGroup. ZoneSeasons editor update tweak (fixed biome editing preview)
10 Years Ago
Merge from ZoneResources
10 Years Ago
Removing Colliders from Zone in all scenes
10 Years Ago
- Added AddToStockpile Action - Added DepositItem Action - Added ConsumableView, ContainerView - Added Placeholder Sticks and Wood Views - Added Constructable SO - Cleanup/Fixes
10 Years Ago
Building construction requirements groundwork
10 Years Ago
Removed ResourceType from DispenserSettings.Item Added ItemCategories enum Reworked Harvesting a bit to use ItemCategories when finding the item to harvest
10 Years Ago
Building now derived from Item (which feels wrong, might rename Item to Entity?)
10 Years Ago
10 Years Ago
Fixed a dict lookup error in BeforeEditorTab Better handling of MinMax sliders (float rounding to decimal places)
10 Years Ago
Vastly improved handling of AssetEnums in BeforeEditor (no more crap in SelectAsset) Added Editor designs for Resource (Dispenser) Item management
10 Years Ago
Editor tweaks
10 Years Ago
Added option to hide assets with no editable properties in BeforeEditor
10 Years Ago
Tweaks
10 Years Ago
Renamed Incentives to Interactions ItemSettings again holds a list of Interactions which are passed to the Sibling SO on Init
10 Years Ago
Add/Move/Deletes that I missed
10 Years Ago
Basic Item consumption now works. ModifyAttribute supports Consumable derived "settings" Added PickUpItem and ConsumeItem actions
10 Years Ago
Cleanup
10 Years Ago
Added smartobject_test scene assets
10 Years Ago
Action refactor v1 ActionChains now have a single execution method in Run() Action has mehods for Start, Run and End Refactored all existing Actions
10 Years Ago
Attributes start at their "positive" value (whichever value is > 0). Tweaked energy and hunger steps
10 Years Ago
Upped attribute modifier precision AgentManager ticks every 5 TOD seconds New game will always start at 6am (random month between March and August, random day)
10 Years Ago
Removed IResource A little more Activity cleanup Placeholder berries item view Resources now dispense items (call the ItemSettings.Create method for now) when harvesting, they pop out and bounce around like idiots. Did a silly thing and added OnSecond to TOD_Time, and use it in AgentManager to fire Ticks :x
10 Years Ago
Cleaning up Activity a bit, added CreateUnitActivity Action
10 Years Ago
Fixed GoToSmartObject directives compile error (ty resharper)
10 Years Ago
Fixed some annoying width crap in the editor UI
10 Years Ago
Tweaks
10 Years Ago
Removed PlayerBuildingControls from Player prefab. Skeleton of PlayerController+Building partial added Renamed PlayerCameraControls to PlayerCamera Ported interior/exterior transition stuff out of Player and into PlayerCamera General refactor/cleanup of Player
10 Years Ago
Human views no longer flagged to apply root motion (caused weird offsets) Hide human mouth plane
10 Years Ago
HarvestResource cleanup Fixed weird ActionChain override bug (it wasnt null like it should've been) Added GoToSmartObject Action. Currently the first tick fires the invoke and we wait for a OnDestinationReached Callback before calling on_action_done_callback, still actions don't seem to stop ticking.
10 Years Ago
"Fixing" some NREs in ActionChain
10 Years Ago
Added ItemSettings / Item / IItem Reworking ResourceSettings / Resource SmartObject reference now passed through ActionChain CreateAction and so forth Re-wrote HarvestResource Updated Before Editor tabs for Action and Resource Fixed SmartObject Init setting incorrect subscriber count Fixed SmartObject incentives list not being initialized Fixed BeforeEditor CreateNewView naming skin transform incorrectly PlayerController now handles smart object interactions in a nice generic way, so right clicking on any ISelectable with an SO component will call TrySubscribe for the first Incentive available Deleted some old actions
10 Years Ago
Moved interaction interfaces to their own files Shift/Ctrl modifier key handling in PlayerController
10 Years Ago
Added FollowWorldSpaceTransform() method to UIWidget base class
10 Years Ago
More PlayerController and interaction tweaks, killed some weird bugs with rect selection. Lots o' cleanup
10 Years Ago
ISelectable improvements, added widget and some listeners in GameUI
10 Years Ago
Cleaned up DebugUIZoneTab a bit
10 Years Ago
Fixed FoliagGroup material copying/assignment not working
10 Years Ago
Bad usings in species settings
10 Years Ago
Silly build settings
10 Years Ago
New Startup/Logo UI for standalone build
10 Years Ago
Updated GSD for tribe changes
10 Years Ago
Merge from interaction refactor
10 Years Ago
Actually fixing that method
10 Years Ago
SpeciesSettings.GetViewPrefab NRE/index fix
10 Years Ago
Biome species list NRE fix