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

7 Years Ago
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
7 Years Ago
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
7 Years Ago
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
7 Years Ago
Hostility check now checks if the other unit is attacking a member of our group
7 Years Ago
More EntityManager tick cleanup, budget config etc Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
7 Years Ago
More lenient facing target condition
7 Years Ago
Removed old tick routine
7 Years Ago
EntityManager upate cleanup
7 Years Ago
approaching player units now shouldn't happen if we already have a combat target
7 Years Ago
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7 Years Ago
Optimised some campfire related target filters to filter by ID
7 Years Ago
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
7 Years Ago
Fixed null arg
7 Years Ago
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
7 Years Ago
Player component profiling
7 Years Ago
UnitInfoWidget optimisation
7 Years Ago
Fixes roles assignment UI not showing unit rows
7 Years Ago
Reverting change to ECS tick Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
7 Years Ago
removed shitty break condition. GetNearestPlayerUnit checks for dead and disabled flags.
7 Years Ago
break condition on Approach Player Units Goal plan
7 Years Ago
TargetIsWithinAggroRange overload fixes
7 Years Ago
Settlement indicator foldout from icon on click
7 Years Ago
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
7 Years Ago
Fixed people not dropping other units when reviving them
7 Years Ago
More UI modal state cleanup
7 Years Ago
UI Modal state cleanup
7 Years Ago
Progression window cleanup
7 Years Ago
Fixed shitty ping pong behaviour in Human-Cook AI module
7 Years Ago
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this) Research UI improvements
7 Years Ago
Fixed settlement food need not triggering Activity notifications can specify whether they should be dismissed on click
7 Years Ago
Activity descriptions, data
7 Years Ago
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
7 Years Ago
Added NavMeshAgent.updateRotation to debug panel
7 Years Ago
Refactor
7 Years Ago
Fixed some activity types not being picked up by the notifications UI widget
7 Years Ago
Moved triggers, cleaned up a bunch of conditions
7 Years Ago
Secondary slot emotes should no longer happen if primary is already emoting
7 Years Ago
Setting Combat Target overrides wandering plans
7 Years Ago
Merged tribe needs UI into the activity notifications UI Removed various activity types related to older needs system Enum regen
7 Years Ago
enabled wander to territory module on animals
7 Years Ago
ValueElement can optionally tint text and icons as well as the fill bar
7 Years Ago
Need UI improvements
7 Years Ago
Fixed needs triggering multiple times for the same entity
7 Years Ago
Settlement happiness driven by need events, affects tribe cohesion
7 Years Ago
NRE fix, tribe tracker cleanup
7 Years Ago
Worldspace UI can use game camera Settlement stats (happiness, food supply, housing) on UI
7 Years Ago
Units are assigned to first settlement created, subsequent units are added to the closest settlement Settlement creation UI Unit rotation util stuff moved to UnitView Split UnitView appearance stuff into a partial Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl Settlement UI in world space
7 Years Ago
rat meat and skeleton mesh
7 Years Ago
Animal idle wander AI re-enabled
7 Years Ago
wolf backwards root motion (for testing)