255,175 Commits over 3,990 Days - 2.66cph!
Campfire percentage display should now show correct value based on all inputs in fire, not just the current input
Party overlay now shows a different icon based on the units party role
Fixed UnitCollections getting visible knowledge overlay widgets
First pass on a more springy zoom model for the Follow camera (still has issues)
tweaked octopus bullets
player visual locator
fade out player locator on death
Fixed units not being able to move after wearing a piece of clothing (InStationaryState on Animation component was being left on after an Animator rebind)
Env settings & scene stuff
Fixed error in packed texture asset postprocessor
Fixed tribe create missing post
Fixed camera modules not being properly enabled
Fixed some Singletons fucking OnEnable
Camera modules are now mono behaviours with scriptable obj profiles, input moved to static PlayerCameraInput
Bin spawn changes, console command changes.
Added an AutoContinueThroughInputs bool to FuelToEffect Machine Process to keep campfires going though multiple inputs
Fixed vehicle sounds and other vehicle state issues.
Fixed M key toggling map while marker creation is active
DepositEntity Action has blackboard read fallback
Testing some more nuanced gating of UnitView.Update
Merge from interaction position fuckery
OverlapBox alloc because non alloc is a cunt
removed old, unused, commanf finished events from BattleController
Desire cleanup for interactions
Interaction positions check if blocked on clear
Tags, InteractionPosition block check fiddling
made a bunch of AI do desire creation instead of interaction execution
Moved Interaction Position handling to an event-based approach. Blocked positions don't seem to be getting unblocked.
Fixed some command evaluation in PlayerController using the wrong overloads
Fixed a couple of local game bugs
Ditched radial menu on character modal, added command button dock for clothing
Added a CommandQueue command finished event.
Some more refactoring.
AI works again (well, a bit)
Even more robust AiManager.
fixed hotspots taking 2 seconds to appear at night
A bit more robust handling of temporary sets in AiManager.