19,298 Commits over 1,614 Days - 0.50cph!
Fixed Current Goal being reset by the high priority module evaluation pass.
Better logging.
UIWidget/Screen refactoring to better support management of graphics components
Disabled vsync, removed Low quality setting (ultra default)
Fixed some issues with UIWidget not toggling components properly
TabbedWindows properly toggles child widgets
Hopefully actually fixing child widget component toggling
Removed DataAsset equality operators/overloads
Item pickup cleanup
Tutorial widget graphics cleanup
Version++
Senses.SimTick returns if the unit's grid position hasn't change since our last tick
Senses position change gate has a timeout
B key now toggles build menu, instead of just opening it
less highlighting coroutines
Possessions now have a reason.
The same item can be possessed for more than one reason.
Crafting component creates and manages possessions for crafting.
Possessions tidy up.
Removed timeout on possessions with a current goal reason.
GPVSlot current goal logging now shows which slot it's from and the name of the Goal in orange (important shit)
removed unused Goal field from CurrentPossessionData.
Player Commanded status now actually gets correctly passed down to GPVs.
Fixed UIWidget init order resulting in pooled elements having some components disabled at the point of instantiation
Added UIElement for more nested caching of various UI components
exporting with NMO (still need processing)
Big desires system cleanup
Fixed humans having no default posesssions
Fixed tooltips showing shit they shouldn't
Re-ordered some AI logging
Removed item value for building.
Added DrawFields and DrawProperties methods to BaseDebugDrawer.
Tidied up Building a bit and started adding registering of items.
Fixed various canvas group extension methods using wrong overloads
Fixed radial hint icon being badly positioned
Hopefully fixed item pickup failures
People now actually build
Turned off evaluate single entity per type in breed goal (need to check multiple units for breeding)
Tried to fix an NRE in Desire.Fulfill()
Fixed stockpile units goal using stockpile items filter (needs different conditions)
Fixed incorrect upgrade construction value on Basic Wooden Hut
Fixed pause menu opening and closing from the same button press
Knowledg.SortEntityData perf
Moved some default interaction fields used for data validation out of BuildingSettings/ItemSettings and into game config
Implemented Builder component and added all the AI to make it work.
Fixes and tweaks to building item management.
merge from registering items for buildings