549 Commits over 215 Days - 0.11cph!
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Fixed missing stranger AI field in GroupMember on Human
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
Lowered bravery stat to +10 so rats will attack people
Disabled wander to territory while raiding
Reverted threat reduction on raiding effect
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Fixed the misaligned text on the progression unlock popup
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
Can now specify a min/max number of units to spawn per unit type
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something)
Defend ally logic now sets the combat target to the unit that is attacking the ally
Reworked raids from a desire into a group component
Longer duration to first raid
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
Fixed a debug tools wrapper NRE
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity
New console command to fill a container under cursor (eg. fill_container Berries)
Disabled Evaluate Single Entity Per Type on Find something to eat - if multiple units are hungry at the same time and at the same location (eg. waking up in the morning) they would all share the closest food item in a basket and only one would be successful because they would occupy the interaction
This change should make multiple units eat from a basket of berries at the same time
New defender role, equips a wooden club and wanders around territory (still WIP)
Raiding animals won't sleep
New activities for raid begins and raid in 24 hours
Fixed items inside a container being marked as HeldBy the last unit holding the container
Fixed items getting picked up into a container being added to the units MyItems list as well as the container's list (only gets added to container now)
These two fixes should make units more likely to eat from baskets
Added some checks in OnValidate to detect activities that generate notifications that don't auto expire and have no expiry conditions
Added an expire time field for critical severity notifications (defaulted to 15, used to be -1)
New OnValidate checks picked up Death activity as never expiring, marked it as auto expire/critical severity
Fixed Birth activity not auto expiring (it had no expiry conditions, so it persisted forever)
Added an "Ignore Items in Containers" bool to target filter
Find item for Blackboard Stockpile now ignores items in containers so that the 15 possible items are no longer all items in the stockpile we're trying to fill
Deleting SelectBestBuildDesire
Turned off Evaluate single entity per type on Find Item for Blackboard stockpile (closest log after placing a log on stockpile was the item we just placed, which is already in a container and invalid so the filter would fail)
Fixed pause menu opening and closing from the same button press
Fixed incorrect upgrade construction value on Basic Wooden Hut
Fixed stockpile units goal using stockpile items filter (needs different conditions)
Tried to fix an NRE in Desire.Fulfill()
Turned off evaluate single entity per type in breed goal (need to check multiple units for breeding)
B key now toggles build menu, instead of just opening it
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
Added a minimum 1 unit spacing between anchor points
Removed OnGUI debug display
Added a Box check to ViewFill placement so you can't place fills through buildings/resources
Building placement guide UI now has a regular build root and ViewFill root (since they have slightly different controls)
Cleanup/icons
Serialisation stuff
Reimplemented the construction requirements for FillViews (got lost in a merge)
ViewFIll components get enabled as construction percentage grows
Redid the corpse changes I did on the FillView branch
Subtracting changes, was on the wrong branch