17,530 Commits over 1,614 Days - 0.45cph!
Reduced penalty for targeting fleeing units.
Merged methods for enabling and disabling avoidance into that property that also does it.
Commented out the avoidance fuckery in navigation tick.
Added Fight chance override for ages / genders.
Stags now have some chance to fight
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects
Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition)
Loads of AI trigger refactoring
Settlement UI placeholder
missing profiler EndSample
Alert effect now works as intended
use actual distance instead of senses distance in melee range check
Bigger NavMeshAgents on Rat and Wolf
Added Unit Families for more detailed control over hostility checks and fleeing.
Improved some combat AI to make raiding work better.
Removed housing & food count from tribe UI, pending settlements UI
Added Settlement entity type
Supplies are now tracked for each settlement (GroupSupplies component now a Settlement component)
Settlement indicator/info UI boilerplate
Biome weather weight/druation/temperature tweaks, added hazy foggy and overcast to other seasons
Fixed biome weather editor not adding new types
Added EntityEx.AveragePosition (list of T : IEntity)
UI Scripts cleanup
Fixed data browser showing empty categories
Version++
rat mesh weight polish, rat attack and sneak polish
progression window bounds/clamping stuff
More progression UI progress, editor generation of content
Greyscale UI shader
Tweaked a few stats.
Dodging should now actually be based on the target's agility rather than the attacker.
Trying some changes to getting flee destination to avoid it getting stuck so much.
correctly named rat attack event
debug selected animals can be commanded to attack
rat mesh polish
rat idle polish
added anim events to rat attacks
Progression window zoom/pan and improved layout
Unit eye color/size control in debug view
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
Raid AI now enables animals to find the player's units even if out of sight range.
Rats have stats now
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
rat sleep anims are better
Added game_event.trigger console cmd
expose progression layout rect multiplier (to account for size difference between the two graphs)
Added game event utility to debug tools (under new utility & gameplay tab)
Research mehanic uses the fullscreen progression window, takes layout from Unlock defs GraphRect, which can be editor in Before/Progression Designer (WIP)
Research is global again (the fuck was I doing at 9am)
Progression window positions nodes using their editor graph position
Added Research unlock method to UnlockDefinition
Added IsCannibal bool to Ecological Parameters.
Animals will now only eat corpses of other animals if starving or cannibal
Fix for entities potentially being hidden by fog when they shouldnt
Research stations now their own data, no longer saved in GroupProgression, allowing for multiple concurrent research choices (the fuck was I doing at 2am)
Version++
Fixed research choice unlocking things immediately
Hunters will no longer pick up dead people and try to cook them
it's now game over if your whole tribe is dead or disabled
hopefully fixed collection was modified error when someone leaves the tribe
TargetFilter max entities count does not include those that fail enabled/destroyed or matching type checks
StatusDisplay in BuildingSettingsEditor
Unit.Ownership removes ownables when changing Group
Building status icons status display modes (none, hover, always)