branchbefore/maincancel

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

7 Years Ago
building anims
7 Years Ago
Added checks for components to BuildingFilterSet. IsStockpile condition now checks for the component rather than the category. Selecting carried items for a container will now skip clothes unless we registered them to the container.
7 Years Ago
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
7 Years Ago
fixed cliff around the quarry on testbox
7 Years Ago
Removed knock-out effect from hammer & rock weapon data
7 Years Ago
Removed packages we dont use
7 Years Ago
Fixed settlement info UI showing bad value text
7 Years Ago
SensesSystem init in bootstrap
7 Years Ago
Fixed senses not working after starting a new session (oops)
7 Years Ago
Fixed NRE in tribe creation when starting a new game after quitting a loaded save Quicksave overlay Added BudgetYield utility for iterating over collections and calling some function within an ms budget
7 Years Ago
Fixed load game button tweens targeting wrong objects
7 Years Ago
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs. Same as above for Stonecutter. Added a quarry to testbox.
7 Years Ago
Cleanup
7 Years Ago
Settlement radius/extension preview visualisation Cannot place buildings outside of settlement radius Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
7 Years Ago
Settlement claim functionality, AI action
7 Years Ago
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed) Added Conditions.SettlementBelongsToMyGroup Fixed tribe leaver unit selection not checking flags correctly Settlement claimable state
7 Years Ago
Wearables & attachments weight in debug view
7 Years Ago
Fixed log stockpile selector using the wrong condition
7 Years Ago
Data
7 Years Ago
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type) Item pickup check no longer includes weight check from wearables
7 Years Ago
ProtoIgnore EntityId.cachedEntity
7 Years Ago
People should no longer hunt if they're carrying a unit. IsCarryingUnitCondition has a "Condition" mode.
7 Years Ago
More combat callback cleanup
7 Years Ago
Campfires can now be added to existing settlements
7 Years Ago
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry) Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
7 Years Ago
Combat targetting callback cleanup
7 Years Ago
Fixed potential NRE in VisualFX destruction
7 Years Ago
Made it impossible for people to own more than 1 building/home (for now) Ownable & Ownership cleanup EntityId caching
7 Years Ago
More senses cleanup
7 Years Ago
Cleanup
7 Years Ago
NRE fix
7 Years Ago
SensesSystem init fix
7 Years Ago
Moved all Senses tick functionality to SensesSystem, Senses holds only data and some lookup API for that data
7 Years Ago
ItemAction callback cleanup, should fix invalid cast and pop errors if something is hooked up incorrectly Reset role assignment UI via Refresh override
7 Years Ago
Fixed water edge shader Prevent duplicate activity notification spam Bigger tooltip for activity
7 Years Ago
Fixed potential NRE when destroying a unit with active visual FX
7 Years Ago
More room for activities
7 Years Ago
Activity text held by data struct, removed from factory method arguments Settlement happiness set to 100% when all needs are satisfied ThreatPerceptionCondition checks that the target isnt dead or disabled (should fix people getting alert effect from seeing dead things)
7 Years Ago
Add to stockpile interaction command generator ignores worn items Moved various crafting order API to Unit.Crafter Unit.Crafter component handles activity generation for failure to find required items
7 Years Ago
Save
7 Years Ago
Selective AI module evaluation can be toggled via debug Cheat commands prefixed with cheat.
7 Years Ago
Settlement size/territory display while building (using highlighter system for now) Fixed terrain decals being badly aligned to terrain on some maps
7 Years Ago
Fixed NRE in progression/research widget
7 Years Ago
Fixed errors when quitting from tribe create Fixed tribe race choice not changing available hair colors Clamped camera parallax on menu scene
7 Years Ago
Name input fields on tribe create, unit customisation and settlement creation all use consistent validation/content types and do not allow empty strings
7 Years Ago
Effects component destruction no longer removes effects, just clears and resets the pool to deal Fixed NRE in UnitView when quitting from tribe create Disabled camera parallax while spinning unit view in tribe create
7 Years Ago
SettlementView draws disc meshes to represent its size/territory Settlements debug panel, global config Settlement leader API & persistence boilerplate
7 Years Ago
Fixed NRE in WearableSlot.Unit_OnSetView (broke gender select in tribe create https://gfycat.com/ImmenseSmartDiamondbackrattlesnake)
7 Years Ago
cage
7 Years Ago
Menu scene NRE fix