421 Commits over 215 Days - 0.08cph!
merging ConsoleCommands branch
Added an editor preference that exits Play mode in the editor when a compile is detected
added a check to GridScoreAtLocation to catch for NaN score results from a grid (need to look into why threat grid is returning a NaN)
more building placement work - buildings now rotate on a plane oriented to the surface normal rather than looking at a physics point
also fixed being able to place at invalid rotations (again)
fixed building placement physics checkbox not respecting building rotation
Fixed unit portrait animators being incorrectly aligned when first opening the unit detail view
Fixed Delete button in Load Game screen displaying "Save" as it's text instead of "Delete"
Suppressed "Go To Sleep" command while a unit is asleep
Exposed "Wake Up" command to player while a unit is asleep
Fixed EntityManager throwing an exception on boot
Added a check in RemoveFlag on HumanView to toggle isSleeping on the animator (trying to catch isSleeping animator bool being left on)
Improved building rotation placement logic
-reduced deadzone when mouse is hovering over centre of a unit (was 1 unit, now 0.1)
-added more plane fallbacks to account for mousing over skybox and weird camera angles when rotating objects
Finally fixed rotation logic on objects, there's no longer a deadzone when the mouse is close to the origin of the object
Fixed knowledge overlay widgets staying visible for items that are equipped while the knowledge overlay is active
Merging ItemEquipFix into main
Added a couple of methods to easily query some item/attachment info to Item component and exposed the current attachment state to the Item debug panel
-GetItemInAttachmentPoint
-GetCurrentAttachmentPointForItem
Fixed GetItemInAttachmentPoint using itembuffer and not MyItems
More Item/attachment handling improvements
-Units will now drop shoulder items if they need to equip something in their right hand
-Added a DropItemInAttachmentSlot method to Item to blindly drop items
Fixed falling trees immediately "impacting" when at high speed (bug 870)
Sped up fixed delta time while at high speed, fixes some weird physics sleeping issues
Fixed several build compilation errors
Fixed crafting screen 3d preview image blocking buttons (bug 873)
Fixed create party and invite to party accepting hostile tribe members (was only checking if the invitee was currently attacking)
More building placement improvements for building on slopes
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
Removed some spamming logs
Fixed traps not setting their collider to a trigger
First pass on getting idling animals to go to traps
Made rabbit trap affect turtles as well (rabbits seem to sleep a lot? not great for testing)
Reverted a trap change that was only meant for testing
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
Hooked up animation states for traps
Fixed being able to zoom while in build mode
Traps now disarm when picked up while armed
Traps have their own persisted data, stores their current armed state
Fixed some cases where orphaned trap hints could hang around
Fixed some exceptions when selecting non-human units in debug mode
Fixed some more trap issues
Added a button to the Agent Debug Panel to select that agent
Removed turtles from trap array, rabbits are working better now
Added an AutoContinueThroughInputs bool to FuelToEffect Machine Process to keep campfires going though multiple inputs
Fixed units not being able to move after wearing a piece of clothing (InStationaryState on Animation component was being left on after an Animator rebind)
Fixed UnitCollections getting visible knowledge overlay widgets
Party overlay now shows a different icon based on the units party role
Campfire percentage display should now show correct value based on all inputs in fire, not just the current input
Added a filter to the spawn tab of the debug tool
Fixed in-progress building upgrades not loading successfully
Added a Clear Blackboard Desire ability and hooked it up to the Clear Desire goal plan (should stop empty goal plan messages, pretty sure this is what this goal plan was meant to do)
Replaced using EventTrigger for buttons sounds with a new ButtonSound component
EventTrigger consumes all ui events, so it blocks scroll views working (explains bad scrolling on craft+build screens)
Changing selected tribe member in tribe creation UI now closes the open toggle group
Fixed delegates not being cleared on tribe create buttons and causing hover states being processed for multiple units at a time
Hair option tooltips are no longer zero-indexed
Fixed not being able to see hint widgets in editor (use the editor preference to disable them, they were being disabled regardless)
Fixed and adjusted the 3d preview settings for several buildings (particularly small hut)
Fixed a case where conversation widgets would start erroring out if a game was loaded while the current game had a conversation in progress