19,298 Commits over 1,614 Days - 0.50cph!
Fixed shelter desires having bad momentum drain value
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Check if a unit already has an item before adding a possession requirement
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
Fixed non-player controlled tribes running cohesion and spawning strangers (this might fix the strangers not getting added to tribe bug, they were being spawned with a target group that wasn't the player's tribe)
changes plasticed flagged up
island 01 paint mode to none (to stop splats from getting modified when they shouldnt be)
forgot to tick these in last checkin
correct apple tree resource data
Cleaned up EntityManager destruction routine
Various data, hunting scoring fixes
CookCookableItem blackboard fix/warning if it fails
add possession requirement regardless of if we have the thing or not
adding a required possession checks fulfillment
Possessions fulfillment tidy up
Deer, Goat and Rabbit can no longer be butchered. Either cooked on spit on stick
Hut owner limits fixed to match the number of sleeping positions
EntityEx.SetViewParent error when view is null
Ability.PlaceCraftingOrder is AI only (no longer shows on radial)
Disabled the Human.Idle.Activities module for now (too much dancing, need historical time since last execution as part of DSE scoring)
Berry bush regen and auto dispense
nospawns setup for building debug
Remove and destroy cooking carcass when it is cooked and depleted
Fixed Blackboard.ParametersId returning wrong value
Nuked various consumable effects, as stat changes are defined on the item.Consumable component
Meat gives mad nutrition
delete fire from building editor scene
renamed a thing in Possessions
Machine processes wrapper can now specify objects to show when active
Added ViewTransformSelectAttribute/TransformSelectDrawer
Fixed some keywords on eating related AI
Fixed ViewTransformSelectDrawer not refreshing per property
Added CraftItemSettingsEditor to expose stat manipulators nicely
Remove a bunch of redundant "check ai unlock" params
Made tanning rack building deposit interaction non-positional
PlayerController.CanTick checks active GameUI view == play
Removed Builder Role and set up AI accordingly.
Made people more likely to want to go hunting.
Modal State should make cursor visible if it was hidden.
Various AI.
Filtering will now ignore anything with a disabled SmartObject.
Removed tribe tracker
GameCamera zoom distance increased to 400 (from 70)
Ported overview map screen to a new overlayed widget that activates based on camera distance
Moved building widget back to play view (no gameUI View switching enabled right now)
Contextual ability stuff for units in PlayerController (default to assign hunter role on any animal not currently attacking, otherwise just attack)
Various UI
Exposed Max Quantity of dispensable wrapper.
Max Quantity can no longer be less than Starting Quantity.
Disabled some overview map stuff
Hopefully fixed building UI
Unselected units now get a grey highlight when they are occluded by objects, regular green highlight is applied if the unit is selected
Added an extra frame between creating a clone for portraits and taking the portrait, seems to help with the portrait issues
Fix NRE when right clicking a building under construction
meat rack, unlocked with stockpiles