421 Commits over 215 Days - 0.08cph!
Trees now attempt to find a click collider and turn it off when felled (fixed erratic tree felling on new tree with expanded click collider)
Fixed the ResolutionHack in GameManager setting resolution to screen resolution when playing windowed (was ignoring launcher settings)
Appended group name to the mouse over description if a tribe has been interacted with
Fixed being able to upgrade or addon to foreign buildings
Stopped introductions being used on non-humans
Fixed building near other tribe activity event (wasn't saved yesterday for some reason)
Can now pass groups as the creator/target of activities for diplomatic events
Building things near other tribes will now trigger a negative diplomatic event
Fixed wooden log attachment point groups so log wasn't equipped in chest
Made move order effects unscaled and increased reliability so every mouse click should make a visual marker
PlayerController now clears override cursor if it cannot tick (fixed override cursor persisting when opening menus, changing sessions, etc)
Zones now get notified when a session is being killed
All Zone weather now gets disabled when a session ends (fixes bug 918)
Added some checks in world debug tool so it doesn't error out between sessions
Refactored UnitGroupCondition to be not be unit specific (since any entity can have a group)
Added some conditions so units won't add fuel to another groups fire (they can still use another group's fire with a diplomatic penalty)
Merging diplomacy branch into main
Fixed UseTarget not being nulled in InternalReset
Might have fixed weather widget lerping in form the top of the screen
Fixed tribe spawner not creating/assigning entities properly (views had no entities, were non-interactive)
Fixed an editor exception when looking at a stats component on a group
Trying out adding an additional collider to trees to increase clickable area
Fixed Dispenser firing an action that hasn't been assigned
Added new Go To Blackboard Position (no wait) plan to the CurrentBehvaiourIsGoToBlackboardPosition check (was breaking sprint/jog movement)
Added a null check to AudioManager pooling process to prevent the errors when loading a game (this might not fix the root cause of the issue)
Fixed UIUtility not correctly using MaxBoundsY on unit (MaxBoundsY is a local offset, it was being used a world space Y coordinate)
Above change fixes enemy widgets and conversation widgets
Switched PartyOverlayWidget to use UIUtility now that MaxBoundsY calculation is working
Fixed a case where conversation widgets would start erroring out if a game was loaded while the current game had a conversation in progress
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)
Hair option tooltips are no longer zero-indexed
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
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)
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)
Fixed in-progress building upgrades not loading successfully
Added a filter to the spawn tab of the debug tool
Campfire percentage display should now show correct value based on all inputs in fire, not just the current input
Party overlay now shows a different icon based on the units party role
Fixed UnitCollections getting visible knowledge overlay widgets
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)
Added an AutoContinueThroughInputs bool to FuelToEffect Machine Process to keep campfires going though multiple inputs
Removed turtles from trap array, rabbits are working better now
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
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 being able to zoom while in build mode
Hooked up animation states for traps
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
Reverted a trap change that was only meant for testing
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)
Fixed traps not setting their collider to a trigger
Removed some spamming logs
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
More building placement improvements for building on slopes
Fixed create party and invite to party accepting hostile tribe members (was only checking if the invitee was currently attacking)
Fixed crafting screen 3d preview image blocking buttons (bug 873)