201,673 Commits over 4,171 Days - 2.01cph!
Tooltip positioning thing
bullet hitting water / water bomb fx
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
Tribe tracker portraits remain clickable after a unit dies
Skip portrait render requests for dead units
mac unity useprefs ignore
started refactoring some charge code out to be reusable for any kind of knockback/push/charge attack
First try preventing animals walking through closed doors at monuments.
Fixed tutorial widget not loading properly
target filters inside conditions and considerations should now show up in the AI debugger
null check current snapshot when changing game state in audio manager
Cooking (and basket making) now unlock upon building a crafting table.
Rock is no longer a tool
(hopefully) fixed Senses not updating the lists of structs properly resulting in Knowledge containing very old distance data
Crafting for self and for tribe are now separate Goals
Tidied up Senses lists
Role on click should always work if no other interaction was found
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)
Roles install AI modules
Added Woodcutter module
Added a debug mode that spawns straight into the zombie game and allows for having only one player
Added a prison island to testmap_smaller
Can toggle build menu with B key
Moved basket crafting from role equipment to its own AI.
People should now only make baskets when there's food to be gathered.
moved cooking AI to module
Fixed "Animator is not playing an AnimatorController" warnings that were causes by making calls to the animator before it had had time to initialize.
Fix another map object call to animator before it was initialized
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
Added a Chop Trunks into Logs plan to woodcutter module
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)
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
Only log "no building for tool cupboard" with developer >= 1
Ported diplomatic events stuff out of Activity and into new DiplomaticEvents static
wip career mode serialization.
added protobuffer defs for CareerUnit, CareerTeam, Finance, CashTransaction
Fixed various diplomatic event/activity data
Tuned AO down a bit
Activity creation logged, editor prefs exposure
More work on AI behaviour.
Fixed Activity notifications not working properly