19,298 Commits over 1,614 Days - 0.50cph!
Misc cleanup, profiler hooks
ButtonSound only plays on left click
Stockpile material animation mapping supports item type defs
Tanning rack stockpile setup
Added AI logging when required role checks fail during DM
RoleDefinition can define sub-roles, requirement checks include checks
Leatherworker is a sub-role of Crafter
Cleaned up how we check for active roles throughout various systems, Unit.Roles no longer publicly exposes the dictionary of role states, instead we HasRole (which includes checking for sub roles) or IsRoleActive
Tanning rack interaction positions
Improved target filter failure logging
CraftItemProcess takes entities from sibling stockpile component when crafter order is assigned, if possible
water meshes meta files changed on reimport
Culling group bits in UnitView
trying to make tutu1 work on females
More UnitView culling stuff
Replaced dictionary system for animation state callbacks in unit.Animation with something faster
Stat lookup uses generated enums instead of strings
Relationships system sense's threat change callback is gated by a threshold on the threat delta
Relationships component uses pooling, reduced GC allocs
Removed senses callback setup in Unit.Relationships
Fixed game config editor window label width not changing
Stopped culling some stuff in UnitView Update/LateUpdate
Added AI Data Viewer tool which displays all AI modules grouped by the decisionMaker they are assigned to
removed a bunch of unused failure crap from AI
AIDataViewer can filter by a specific unit, not slow as fuck
Various AI data viewer improvements
deleted a couple of unused modules
AI data viewer exposes enabled & debug toggles, buttons to toggle all modules debug values
Unset debug on some modules
Implicit conversion of StatTypDefinition, cache enum values on warmup
Roles widget hides itself until there are any roles unlocked
Fixed roles widget not always being activated when it should
Island 01 and 02 cleanup, 02 bounds & rebake
Gathering items for combat is now its own module
Various post/weather/fx tweaks
Instant build cheat now works on building upgrades too
Misc smartobject debug cleanup
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
moved construction back to high priority but added condition of not carrying an item for the building
Fixed radial options not being updated when selecting a different unit
Fixed item removal event not being called when removing from container.
Fixed depositing calling remove after dropping the item and thus not properly handling item removal.
Fixed IsCarryingRegisteredBuildingItem handling of contained items.
Interaction module no longer counts as "Is Busy".
aparently some stuff I didn't commit
added more interaction positions for building the crafting table
ItemDesires created from possession now allow held which makes them actually get fulfilled.
Fixed NRE on EntityView during tree felling.