19,298 Commits over 1,614 Days - 0.50cph!
Fixed activity popup not closing properly
Leaving And Joining Tribe debug setting.
Debug settings should now load correctly without having to display the tab.
less hectic navigation failure warping (maybe)
Stopped goats from spawning inside the cliff
Simplified AI scoring and toned down mad bonuses from inherited score and module score.
default GPV momentum back to 1.
Also I changed all the data apparently.
AI Debugger now shows clamped score
ViewFIll components get enabled as construction percentage grows
Reimplemented the construction requirements for FillViews (got lost in a merge)
Refactored a bunch of Item methods to support bypassing of animation callbacks for pretty much all the things
Reworked parts of island1 to get rid of some navmesh islands that were inaccessible
Fixed fog of war debug toggle
Island1 rebake, rabbit den navmesh fix
Reduced decor bush navmesh obstacle radius
Cleanup/icons
Serialisation stuff
Building placement guide UI now has a regular build root and ViewFill root (since they have slightly different controls)
Removed OnGUI debug display
Added a Box check to ViewFill placement so you can't place fills through buildings/resources
Added a minimum 1 unit spacing between anchor points
Moved pick up event callback from OnPickupComplete (which I don't think was being used) and into the OnPickupEvent method that is being used
This fixes units Pick up actions never ending
Fixed OnPickUpEvent not getting called when playing an animation to pick up an item at normal speed
Fixed Items not getting added to MyItems if the animation is being bypassed
Tweaked time ranges and scoring based on time ranges
Restored lazy caching of various name properties in DataAsset
un-inverted a curve that was making people sit by fire
It's now possible to limit the max subscriptions on a positional interaction
Debug log ICanvasRaycastFilter count after UI init
Fixed Building.ForceConstructionComplete NRE
Resave island1
Disabled DSE caching
TerrainBlendObject NRE fix
Items component cleanup, hopefully fixing repeated failures to stow things
More AI tweaks.
Removed now unused EndsMomentum field on GoalPlan.
Fixed stow event data not being set as active
Disabled Human/Shelter/TakeShelterInInterior until we fix caves
Role selection foldouts use regular tooltips instead of their own label (UI graphic count reduction)
Reduced effectList max pool size
Removed some reproduction logs
Actions.WaitRealtime uses TimeSince