17,530 Commits over 1,614 Days - 0.45cph!
Agent+DecisionMaking cleanup
Removed obsolete UnitFailuresWidget
updated cliff02 collision to stop units feet going underground
added flowers back to spawn population
Fixed failure notifications for possessions
Possessions component initial implementation
Fixed Activity notifications not working properly
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
Action.CraftItem now records who the item was craft for in the activity data it generates
Added ActivityData.CraftedFor, and keyword
Activity defs can specify a list of conditions and or triggers that will cause related notifications to expire, notifications UI handles evaluation
Fixed NRE in decay panel
Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
Added a Chop Trunks into Logs plan to woodcutter module
Added a Go Home method to GameCamera
Triggers via H key, has an exposed method on GameCamera to get hooked up to UI
Looks for first building in players group, falls back to unit average position if no buildings are built
moved cooking AI to module
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
Can toggle build menu with B key
Roles install AI modules
Added Woodcutter module
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
Role on click should always work if no other interaction was found
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool
null check current snapshot when changing game state in audio manager
target filters inside conditions and considerations should now show up in the AI debugger
Fixed tutorial widget not loading properly
Skip portrait render requests for dead units
Tribe tracker portraits remain clickable after a unit dies
Fixed woodcutter role not being unlockable
Distance considering pathfinding check range exposed via global AI config, reduced and made human only
Distance consideration is used only by humans
Tooltip positioning thing
Removed role score conditions since they're unused, hid the skills list in editor as they're also unused for now
Logs stockpile unlocks with standard buildings
Fixed some other spawners
Fixed stone spawner near tribe start on island 1 not having physics enabled checked
Moved tutorial widget
UI tweaks
Version ++
Role assignment sounds
ActivityManager static init (fixes activity subscriptions not working during asset warmup)
Portraits use mood as background, added health vital meter that shows when < 100%, pulsates when < 50%
foliage works withoutline (needed to resasign textures to materials)
Subtracting objective unlocks stuff
made radial menu popup instant if you move the mouse while holding rmb