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

7 Years Ago
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.
7 Years Ago
physics tickrate tweak
7 Years Ago
Added Fight chance override for ages / genders. Stags now have some chance to fight
7 Years Ago
rat ragdoll work
7 Years Ago
fix for wobbling yams
7 Years Ago
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
7 Years Ago
missing profiler EndSample
7 Years Ago
Alert effect now works as intended
7 Years Ago
more rat polish
7 Years Ago
use actual distance instead of senses distance in melee range check
7 Years Ago
Bigger NavMeshAgents on Rat and Wolf
7 Years Ago
Data
7 Years Ago
Added Unit Families for more detailed control over hostility checks and fleeing. Improved some combat AI to make raiding work better.
7 Years Ago
Removed housing & food count from tribe UI, pending settlements UI
7 Years Ago
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++
7 Years Ago
rat mesh weight polish, rat attack and sneak polish
7 Years Ago
progression window bounds/clamping stuff
7 Years Ago
More progression UI progress, editor generation of content Greyscale UI shader
7 Years Ago
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.
7 Years Ago
correctly named rat attack event
7 Years Ago
debug selected animals can be commanded to attack
7 Years Ago
More progression bits
7 Years Ago
More progression UI
7 Years Ago
missed file from last cl
7 Years Ago
moar raid AI WIP
7 Years Ago
rat mesh polish rat idle polish added anim events to rat attacks
7 Years Ago
Progression window zoom/pan and improved layout
7 Years Ago
Unit eye color/size control in debug view
7 Years Ago
Fixed an oversight in UIElement component state caching that would cause pooled elements to cache additional components and not manage their state correctly
7 Years Ago
Raid AI now enables animals to find the player's units even if out of sight range. Rats have stats now
7 Years Ago
removed Animator.speed = 1f / Unit.BaseView.transform.localScale.x
7 Years Ago
rat sleep anims are better
7 Years Ago
Raid AI WIP
7 Years Ago
Added game_event.trigger console cmd
7 Years Ago
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)
7 Years Ago
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
7 Years Ago
Added IsCannibal bool to Ecological Parameters. Animals will now only eat corpses of other animals if starving or cannibal
7 Years Ago
Fix for entities potentially being hidden by fog when they shouldnt
7 Years Ago
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++
7 Years Ago
unlock times data
7 Years Ago
Fixed research choice unlocking things immediately
7 Years Ago
Research system basics
7 Years Ago
Hunters will no longer pick up dead people and try to cook them
7 Years Ago
it's now game over if your whole tribe is dead or disabled
7 Years Ago
hopefully fixed collection was modified error when someone leaves the tribe
7 Years Ago
TargetFilter max entities count does not include those that fail enabled/destroyed or matching type checks
7 Years Ago
StatusDisplay in BuildingSettingsEditor
7 Years Ago
Unit.Ownership removes ownables when changing Group
7 Years Ago
Building status icons status display modes (none, hover, always)
7 Years Ago
fixed build icon