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

7 Years Ago
Player commands refactored to a single type for easier pooling and duplication Updated Facepunch.System Used Facepunch.Pool Removed Pool, GameObjectPool
7 Years Ago
AIBehaviour cleanup, fixed bad profiler sample
7 Years Ago
Fixed NRE in AIBehaviour.ClearSmartObjectSubscription (agent's next interaction can be null)
7 Years Ago
Node graph editor cleanup, base node type with common util methods Roles API method rename for clarity now that we no longer support multiple concurrent roles
7 Years Ago
Save
7 Years Ago
Research station UI basics AI designer node child position updates when dragging parent (ported from progression designer) Fixed settlements skipping level 2's requirements
7 Years Ago
Radial menu command cleanup, NRE fix
7 Years Ago
NRE fix
7 Years Ago
Role defs on some craftables
7 Years Ago
Editor NRE fix
7 Years Ago
Removed Unit.Progression component, moved item craft activity unlock functionality to GroupProgression Item crafting now provides experience for the associated Role Crafted items now have their quality determined by the role level of the crafter
7 Years Ago
GroupProgression & ResearchStation both persist current research items
7 Years Ago
Role levels is an enum Added RoleLevel unlock mode Cleaned up some unit selection events so that UI widgets (unit info, tribe tracker) dont get confused)
7 Years Ago
Fixed tabbed window hotkeys (tribe, progression etc) working with other modals are open Fixed progression path choice being presented at settlement level 2
7 Years Ago
Progression data
7 Years Ago
Tanner, farmer and shaman roles unlocks
7 Years Ago
Removed skill levels Added role levels Removed Cook, Defender, Fisherman, Herbalist, Potter, Stonecutter and Woodcutter Roles Added Farmer, Shaman, Tanner and Weaver roles All gathering and food related AI modules are now default Research is now either global or station specific Research mode unlocks can optionally define a required role and/or required station Added interactions for research at craftsman, weaver, shaman and tanner stations Roles component no longer supports multiple concurrent roles, saves RoleInfo with level and exp Populated the progression graph with more content from the design doc Baskets no longer require the crafting station Version++
7 Years Ago
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
7 Years Ago
Only scale attached entities if they're not a unit
7 Years Ago
More commands clennup
7 Years Ago
Cleaned up player command management, fixed BEF-173 Fixed TribveTrackerWidget ragging perf
7 Years Ago
Can Place Order condition now checks if we already have a crafting order for the desire (fixes people repeatedly asking people to craft them stuff)
7 Years Ago
hooked up pot stirring, caged idle, ill idle
7 Years Ago
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
7 Years Ago
Lots of changes in the aim of making corpses cookable on sticks. Disabled the Goal for now because it's not quite there yet. Added ItemAttachments UnitSource to get Units attached to held items. Made Rat and Rabbit attachable to Stick. Added IsAttachedToItem condition so we can check units as well as items. Various TargetFilter tweaks and more.
7 Years Ago
Progression & tech tree designer improvements/cleanup Populated some more parts of the new progression graph
7 Years Ago
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled. This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
7 Years Ago
Publicly exposed durability value in Decay component because sometimes we actually want that value. Fixed the Value to show decay and not durability.
7 Years Ago
Fixed weirdness with tabbed window states
7 Years Ago
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
7 Years Ago
Fixed time range with 24hr duration scoring 0
7 Years Ago
Building panel fix
7 Years Ago
Debug building spawn starts player building placement
7 Years Ago
Added Cheat.UnlockAll, removed unlock_all cmd
7 Years Ago
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
7 Years Ago
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
7 Years Ago
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
7 Years Ago
added altar to unlock data
7 Years Ago
Missing bits
7 Years Ago
Exposed game over conditions to scenario configs Progression data
7 Years Ago
Removed CanMove property from Navigation and just using CanNavigate instead
7 Years Ago
More
7 Years Ago
Progression designer bits
7 Years Ago
Fixed player command cooldown
7 Years Ago
Progression settlement level unlock tweak
7 Years Ago
UI bits
7 Years Ago
Equipment UI basics
7 Years Ago
Fixed tabbed windows nav not working
7 Years Ago
Fixed empty stats in unity info widget
7 Years Ago
More UI, equipment widget prep