421 Commits over 215 Days - 0.08cph!
Added a stranger spawn point to Island_01
Fixed an exception on load in Senses
Cohesion debug panel
New positive cohesion events for building any building, getting pregnant, babies growing up and generic age changes
Cohesion events won't be processed if they're not marked as IsGameValid
Marked Desire expired event as not game valid (happens way too often)
Added a set_cohesion console command
Might have fixed activity pop up closing immediately after opening
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything)
Can no longer unequip babies
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)
Notifications no longer expire while skipping to morning, fixes notifications appearing and expiring without the player seeing them
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load)
Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably
Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
Fixed exception in GroupHierarchy when loading a game
Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game
Lowered grass requirements for turf roofs
Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons)
Fixed collaboration OnStateChanged event not getting hooked up when loading a game
Can now remove a collaboration from the debug panel
Changed some baby settings:
Gestation period: now 1 (was 4)
Baby Days: now 2 (was 8)
Young Days: now 2 (was 15)
New Time Since last birth consideration
Tweaked Breed goal scores to ensure it can actually occur
Made pregnancy notification medium severity so it has to be dismissed
Tribe tracker now requests a new portrait if a unit's view gets set
Humans changing age now recreate a new, age-appropriate view rather than just scaling up the child model
Added a new activity for when a baby grows up
Added a new activity for generic age changes eg. "PERSONNAME is now an Elder"
Added new {AGE} keyword (returns "child/adult/elder")
Units can now specify random available clothing for their children
Fixed damage overlays named incorrectly on child views
Added "make_adult" command to turn a child into an adult
Baby gender is now determined and cached at birth rather than randomised when the baby grows into a child
Added new {BABY_GENDER} keyword to access the cached gender
Updated birth notification text so that it displays the gender of the baby, not the gender of the mother
Reproduction save/load stuff
Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
Reproduction debug panel
Fixed OnDay callback in Reproduction not getting hooked up when loading a game mid-pregnancy
Fixed notification text on birth
Can now complete a pregnancy with a console command "complete_pregnancy" or via the debug panel
Added a "make_pregnant" console command
New group coherence consideration
Added group coherence as a consideration on Breeding module
Fixed PregnancyInfo accessor not being assigned (now gets the info from data)
Filled in text templates for pregnancy notifications
Attempting to fix the buildings pushing units underground bug:
-Building placement now grabs a list of nav mesh obstacles and does box overlap checks to find any units that are in the affected space of a building
-Once the building is placed the affected units are then moved away from the building until they are in unaffected space
-Also added a position_unit console command that positions the selected unit at the current cursor position
Fix reference to MaterialRequirements in Building editor
Fix basic shack requiring 40 sticks
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
Fixed Required By Blackboard Building filter option not checking resources
Fixed spit requiring construction
Fixed shonky hut requiring 27 grass to construct a turf roof
Fixed building upgrades triggering the building complete activity
Fixed time not unpausing when exiting a tabbed window
Tweaked some curves to try and prevent the basket pick up/drop loop
Fixed a container nre in TargetFilterUtility
Added Units to the player building placement collision mask - spawning buildings on top of units is pushing the units down onto lower ground layers
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it
Moved a rock spawner closer to the camp
Possession component persistance
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
Possessions now stores a list of current possessions
Added actions/abilities and conditions for adding/removing and querying the current possessions
Item Management will no longer drop items that are in the possessions list
Fixed sleep time speed not triggering
Fixed sleep speed not triggering if a unit in the group is dead
Fixed ActiveRole not getting updated after disabling a role
Fixed role widget not updating correctly after clearing a unit's role
Added cook module to cook role
Typo fix
Fixed active role field not being set properly on a load, also fixes role UI not being correct after load
Fixed activity notifications on low severity lingering forever
Fixed NRE in decay panel
Fixed sticks coming from a sapling not getting a view prefab data assigned and failing to be picked up (TreeParameters now has a ViewPrefabData that gets assigned to trunk view)
Added a Chop Trunks into Logs plan to woodcutter module
Added a Go Home method to GameCamera
Triggers via H key, has an exposed method on GameCamera to get hooked up to UI
Looks for first building in players group, falls back to unit average position if no buildings are built
Can toggle build menu with B key
A tribe member being attacked now triggers the correct activity which pauses the game (restricted it to only fire when the unit is at full health to prevent spam)
Merging objective unlock display