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19,298 Commits over 1,614 Days - 0.50cph!

7 Years Ago
Added stat/value element stuff to EntityInspectionWidget Added ShowOnUI and ValueColorGradient to StatTypeDefinition Added StatsUtility.GetColor ext method for IStat, which uses the gradient defined in data evaluated
7 Years Ago
Building decay added to value elements in tooltip/detail overlay
7 Years Ago
Compile fix
7 Years Ago
Save
7 Years Ago
Fixed an out of range in MenuScene
7 Years Ago
Fucked off DOF for now, just disable during tribe create
7 Years Ago
Added tribeCreate mode to DynamicDOF
7 Years Ago
Fixed loading UI not reseting values Detail overlay UI only shows for buildings that have either active constructions or machine processes
7 Years Ago
moar
7 Years Ago
Restore UI widgets to their default state when session ends Cleaned up de-activation calls in various widget init routines in favour if using UIWidget.isActiveByDefault Various other UI Fixed NRE in GameSpeedControlsWidget
7 Years Ago
More UI stuff
7 Years Ago
Detail overlay UI no longer blocks raycasts
7 Years Ago
UI tweaks
7 Years Ago
Tab overlay UI is now toggled, shows building details Standardised a bunch of UI element positioning code
7 Years Ago
changed nmo on basic hut
7 Years Ago
Container registration WIP
7 Years Ago
crafting table update with small rock renderer for seb
7 Years Ago
idle AI tweaks. Added next winning GPV button to debugger.
7 Years Ago
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
7 Years Ago
Sleep transition bits
7 Years Ago
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
7 Years Ago
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class Moved behaviour pooling from AIManager to Behaviour itself
7 Years Ago
Fixed player controller doing its primary raycast while doing marquee selection Fixed another edge case in building placement
7 Years Ago
Fixed another edge case with game speed and successive building placement
7 Years Ago
Scene
7 Years Ago
Fixed successive building placements causing the game speed after placement to be incorrect
7 Years Ago
More AI cleanup Night transition camera stuff
7 Years Ago
More low level AI cleanup and execution state refactoring
7 Years Ago
Misc cleanup
7 Years Ago
Fixed Effect not starting it's ActionChain properly
7 Years Ago
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
7 Years Ago
Compile fix
7 Years Ago
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
7 Years Ago
dropping unneeded stuff to work DM and low priority
7 Years Ago
Cleaning up Action/ActionChain and BehaviourChain state
7 Years Ago
More debugger shite
7 Years Ago
attempt to stop sticks clipping in the ground while walking
7 Years Ago
AI debugger progress Fixed out of range error in EntityManager.OnCullingGroupStateChanged
7 Years Ago
AI Debugger revamp part 1
7 Years Ago
Force tick on behaviour complete
7 Years Ago
stick stacks
7 Years Ago
sleep time curves should make people want to go to sleep earlier
7 Years Ago
Fixed condition for nulling current goal
7 Years Ago
Player building placement collision checks ignores the anchor view when snapping to existing walls Building UI anim tweaks
7 Years Ago
Cleaned up some current goal unsetting in DecisionMaker Made decision heap management consistent for various scoring methods in DM
7 Years Ago
No longer possible to stow an item that was dropped while stowing.
7 Years Ago
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
7 Years Ago
Sky/bioime/post
7 Years Ago
ItemDesires created from possession now allow held which makes them actually get fulfilled. Fixed NRE on EntityView during tree felling.
7 Years Ago
added more interaction positions for building the crafting table