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

7 Years Ago
Enabled tribe creation
7 Years Ago
Settlement level requirement checks buildings
7 Years Ago
Unlocks settlement level support (unlock can be triggered by a settlement level change) Settlement levelling basics (check requirements on need satisfaction, event for unlocks etc) Research UI button state checks research requirements, including settlement level Unit needs drain parent settlement happiness relative to inhabitant count
7 Years Ago
Fixed bad need types, editor NRE
7 Years Ago
Removed cohesion events & cohesion component, now handled on a per settlement basis Settlement levels boilerplate Unlocks can define a required settlement level (must have at least 1 settlement of the given level in order to research) Removed Group need type, now always associated with a Settlement or Unit Fixed decals persisting between sessions Replaced a bunch of Enum.HasFlag usages with non-alloc HasFlagEntityType ext method Added ClearFog cheat (turns fog of war off)
7 Years Ago
null check the group in the GroupMember OnGroupChanged callback
7 Years Ago
Tribe leavers break all active behaviours and clear desired target. When a Unit changes group they will assign themselves a random settlement
7 Years Ago
Fixed strangers being able to sleep in your buildings
7 Years Ago
stone impact sfx
7 Years Ago
Set Raid AI to always evaluate.
7 Years Ago
Main menu UI fixes
7 Years Ago
Fixed gamespeed changing back to incorrect values after group sleep ends
7 Years Ago
Deer override dead anima assignment
7 Years Ago
Animal animator override isDead state
7 Years Ago
Fixed dropped units having fucked rotations
7 Years Ago
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement) Reset game speed and pause overlay UI states properly between sessions Added IsDead override state to the human animator
7 Years Ago
Set isDead or isDowned bools when dropping carried units
7 Years Ago
Settlement creation UI is shown before the entity itself is created (fixes entity name not getting set before other systems kick in, like GroupNeeds triggers)
7 Years Ago
7 Years Ago
Fixed activity UI hiding itself
7 Years Ago
Fixed units that have left the tribe being marked as player controlled
7 Years Ago
Don't show items that aren't flagged game valid in crafting window Don't show building upgrades or addons that aren't flagged game valid in respective UIs Activity and Needs have separate notification and tooltip text fields GroupNeeds can apply effects to the whole group or inhabitants of a settlement Fufilment of a Group Need will now give the group a happiness boost relative to how quickly it was fulfilled
7 Years Ago
Fixed target filtering so that people can find hints and other entities with no SmartObject
7 Years Ago
Fixed activity UI NRE
7 Years Ago
Added Eums.HasFlagEntityType non alloc impl of Enum.HasFlag for the EntityTypes enum
7 Years Ago
When people leave the player's tribe they will join another if there are any available
7 Years Ago
Fixed bad vitals display in UnitInfoWidget Activity timeouts (defaulted all types to 10 seconds) Activity expiration uses condition groups Activity tooltip text
7 Years Ago
Deleted old Seek Out Attacker GoalPlan
7 Years Ago
Reset _genericCommand in PlayerController to avoid weird commands with null fields
7 Years Ago
Fixed activity widget colors
7 Years Ago
UI value element separated tint options for label and value text components
7 Years Ago
Fixed world space UI canvas being hidden after quicksave Fixed settlement indicator/status UI elements not having color reset properly
7 Years Ago
Fixed settlement creation UI appearing after loading a game
7 Years Ago
Building now has a HasActiveConstruction property to indicate that there's some sort of construction going on. Various bits of building AI now check this instead of IsFinished making it possible to build upgrades.
7 Years Ago
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs) TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading) Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
7 Years Ago
Dont parent views to container transforms in standalone builds
7 Years Ago
Stop navigating at end of FollowCombatTarget
7 Years Ago
Fixed Hostility check and tidied it up so we can see what's going on in there
7 Years Ago
Added buttons to Cohesion debug to trigger people joining and leaving the tribe
7 Years Ago
Flatten tree view hierarchy until it gets felled (potential perf opt)
7 Years Ago
Knowledger overlay (V) sorts entities by distance, has higher refresh rate Role assignment toggle fixes
7 Years Ago
More UI optimisation Fixed role assignment UI
7 Years Ago
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV. Targeting AI to high priority DM.
7 Years Ago
Reacting to unknown attacker set to always evaluate
7 Years Ago
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7 Years Ago
Added AI for reacting to being hit from an unknown attacker. Check for Can Use Combat Ability also checks for ammo now. Fixed it being impossible to equip in slots other than RHand.
7 Years Ago
coastal ambient sfx
7 Years Ago
Raid spawn points on island 1 Flagged collaborations module to always evaluate
7 Years Ago
More UI optimsation
7 Years Ago
More UI caching improvements