branchiced/maincancel

167 Commits over 60 Days - 0.12cph!

9 Years Ago
- bridge tweak
9 Years Ago
- fucking bridges
9 Years Ago
- Tired to make wood look more like wood would
9 Years Ago
- NRE fix for when leaving bridge building mode
9 Years Ago
- More bridge work. Getting there
9 Years Ago
- WIP bridges commit before I fuck it trying to make it better
9 Years Ago
- Added some UI defines and methods to format/colour stat based text
9 Years Ago
- Fixes for island animations/parenting
9 Years Ago
- Setup island for animation - Added a island bob and sound when placing a new building
9 Years Ago
- Added ConstructionCompletedEvent - Added StatTriggerConstructionCompleted - Other shit
9 Years Ago
- Consutrction UI now changes control mode and lets you place the buildings if you have enough resources. - Some tweaks to the construction UI, shows resources needed.
9 Years Ago
- UI building menu is now automatically populated from any building scriptable objects at runtime
9 Years Ago
- Started moving to scriptable object definitions for buildings. - Added Construction static class for construction shit
9 Years Ago
- Bit more
9 Years Ago
- Started implementing the different control modes as separate classes and switching between active modes
9 Years Ago
- Island should now sink faster the more buildings they have. Probably. - Some construction UI stuff
9 Years Ago
- Constructed() now checks the construction stats Maxed(), so buildings can have different construction requirements - Made a House.
9 Years Ago
- Setup storage building visual states
9 Years Ago
- mo construction
9 Years Ago
- Animation event audio - Some audio - building shit
9 Years Ago
- People can now go 2 days without food
9 Years Ago
- Made StatVisualModel to control how an entity appears visualy based on a Stat - More construction work
9 Years Ago
- More WIP building
9 Years Ago
- Some util changes - Started construction stuff: - ActionConstruct - ActionConstructTick - BuildingInteractable
9 Years Ago
- Can now issue controls at any zoom level. - Set Island interaction radiusssssessesssiiiii correctly
9 Years Ago
- Fix for interaction position
9 Years Ago
- Selection/action sound FX are now random and volume back to 1 from 0
9 Years Ago
- Camera can now pan to a location - Notifcation bubbles can now be clicked to focus the camera on the notification entity
9 Years Ago
- Raft now moves faster - Made trees easier to target - Fixes
9 Years Ago
- Island Discovery - Some notification stuff - Island appearance stuff
9 Years Ago
- More more
9 Years Ago
- Added IslandContainerEvents to position people when they're transferred to an island - Sea travel and island tranferring works but is pretty janky
9 Years Ago
- Added ContainerUtils.TransferAllEntities - Added ActionTransferContainerEntities - Vehicles now unload all their entities to islands (but not visually yet)
9 Years Ago
- Some cleanup
9 Years Ago
- Fixed some control bugs, reworked a bit of interactions. Needs clean up - Added SeaInteractable - Added World.GetFloorPosition to get the height on island or sea level
9 Years Ago
- Stuff I changed this morning and forgot already
9 Years Ago
- Increased interaction radius of Raft - EntityContainer now checks if the specified entity already belongs to target EntityContainer when performing a transfer
9 Years Ago
- Added container events for Vehicles so entities are placed in "seat" locations when being transferred to a vehicle EntityContainer - Added seat locations to Rafts
9 Years Ago
- Movement now checks valid layers, can't cheat the system and click a land layer the other side of the size and have something walk there :) - EntityContainerEvents are now fired when an Entity is transfered between EntityContainer - Start of Controllable stuff - Other bits
9 Years Ago
- Boats kinda work - Some movement layer mask stuff
9 Years Ago
- Controls now check if an entity is Controllable, to determine if it can be selected as a unit to control - Added Controllable script and applied it to People and Raft
9 Years Ago
- Added an action call EntityContainer.Transfer() to transfer an entity between two containers - Started vehicle entity and interctable. Entities are now transfered to a vehicle
9 Years Ago
- Added BaseInteractable as a way for objects to control what actions are enqueued for itneracting with them - Added ResourceInteractionle - Refactored controls to use the new Interctables system and not hardcoded
9 Years Ago
- More
9 Years Ago
- Added selection highlights - Selection box now actually selects things
9 Years Ago
- Made a selection box. Visual only, doesn't select yet.
9 Years Ago
- Lots of action work. - Resource died event. - People will now start harvesting a new resource location of same type when the one they've just deposited has depleted
9 Years Ago
- Changes to harvesting and stat carrying, so people don't starve themselves to death when they deposit food
9 Years Ago
- Fix for weird light prefab problem
9 Years Ago
- Bits