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

7 Years Ago
Weather widget seasono indicator Generated enums TargetFilter assets hold an instance of their corresponding plan, created during warmup (removed a bunch of caching and dict lookup in AIManager) TribeActivityTrigger cleanup
7 Years Ago
People who leave the tribe will create their own tribe upon doing so
7 Years Ago
People will leave the tribe if cohesion is low for extended periods of time
7 Years Ago
Cohesion event effect support Added cohesion events driven by various effects
7 Years Ago
Cohesion no longer driven by mood, only events
7 Years Ago
Refactored a bunch of ECS shit (no more child types)
7 Years Ago
Fixed elders not being assigned when playing from game scene in editor Fixed TribeWindow displaying empty elements
7 Years Ago
Adds
7 Years Ago
Tree layout stuff, tribeWindow population
7 Years Ago
Various UI
7 Years Ago
Fixed activity notifications not being properly aligned
7 Years Ago
Fixed cohesion events not checking for matching activity types in Group.OnMemberActivityGenerated callback
7 Years Ago
Fixed potential NRE in TribeTrackerWidget when playing in editor scene with no tribe spawned
7 Years Ago
Added cohesion events
7 Years Ago
Might have fixed activity pop up closing immediately after opening
7 Years Ago
Defaulted all modules to all ages
7 Years Ago
AIModuleSettingsEditor updated
7 Years Ago
AI modules can specify which Unit ages they are valid for via flags field
7 Years Ago
Save
7 Years Ago
Tribe member count + button to open tribe window added to tracker widget
7 Years Ago
building module now has food need penalty so people don't starve to death while building
7 Years Ago
PlayerProgressionWidget only activates itself when GameUI is in the "Play" view
7 Years Ago
default game mode starts with 4 tribe members
7 Years Ago
UnitPathWidget uses LateUpdate for positioning of path guides and icons
7 Years Ago
Building placement tweaks
7 Years Ago
More UI
7 Years Ago
dead animals now show death string. improved death string generation.
7 Years Ago
Save
7 Years Ago
Numerous UI layout fuckery Game UI has two views, buttons to switch between (play/build)
7 Years Ago
Don't show human specific description on non human units
7 Years Ago
Added Wait For Tree To Fall Action. Woodcutters will now process trunks to logs even if there is no stockpile. Fixed multi unit commands not assigning roles and thus not working properly.
7 Years Ago
Increased base GPV momentum to 2. Added AI for general stockpiling of items. Fixed CraftItemProcess Progress.
7 Years Ago
Fixed NRE in ItemSettingsEditor
7 Years Ago
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
7 Years Ago
Cohesion NRE fix
7 Years Ago
TribeWindow WIP
7 Years Ago
Data tidy up
7 Years Ago
ProtoInclude Cohesion
7 Years Ago
Cohesion to component WIP
7 Years Ago
NRE fix
7 Years Ago
Remade human vie prefabs
7 Years Ago
Fixes
7 Years Ago
Cleanup
7 Years Ago
Fixed humans not animating
7 Years Ago
Prefab save
7 Years Ago
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
7 Years Ago
Fixed portraits not getting rendered after unit creation Misc UI bits
7 Years Ago
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything) Can no longer unequip babies
7 Years Ago
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
7 Years Ago
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)