549 Commits over 215 Days - 0.11cph!
Fix units taking corpses that are being cooked and putting them in a stockpile (won't stockpile corpse that is being processed)
Removed HasHolder condition from Eat From Cooked Dispenser goal since we want units to eat from a spit
ViewFill can assign extra construction requirements per fill used (eg. 0.2 logs for each view used as filler)
Gets rounded to an int and added to whatever construction requirements already exist for the building
Fixed multi clicks required to start fill placement
Fixed some bad rotation logic
ViewFill now places box nav mesh obstacles for each block of views
WIP ViewFill placement system and building component
Added a corpse gathering goal so units fill up meat racks
Drag selects can no longer be started while over UI (previously they could be started but with an incorrect start position)
Fixed TargetTerritoryConsideration failing if attempting to get the score of a unit and the unit wasn't in the Territory's unit list (now falls back to the position territory check like other entity types)
Moved TargetTerritoryConsideration from a consideration to a bonus in some cooking goals to try and make spit usage more common
Fix NRE when right clicking a building under construction
Added an extra frame between creating a clone for portraits and taking the portrait, seems to help with the portrait issues
Unselected units now get a grey highlight when they are occluded by objects, regular green highlight is applied if the unit is selected
Fixed non-player controlled tribes running cohesion and spawning strangers (this might fix the strangers not getting added to tribe bug, they were being spawned with a target group that wasn't the player's tribe)
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
Check if a unit already has an item before adding a possession requirement
Items now store a failed path count whenever a unit tries to get to an item and cannot
If this happens 10 times the item is moved to the end of the partial path to the unit, so hopefully somewhere accessible
Renamed CreateItemKeepDesire to AddItemToPossessions (we don't have keep desires anymore)
Fixed AddItemToPossessions action not adding the item to possessions (this makes berry gathering much more reliable)
Cooks now check if they already have a crafting order for a basket before making a new order
Fixed go to random radius (5) set to 0 radius (should fix units sleeping on top of each other by a campfire)
Game Camera now blocks zoom while over UI (fixed scrolling roles window also zooming)
Tweaked some container fill settings for cooks to make them more reliable in crowded environments
Fixed unit group MemberInfo not being reassigned after a load, broke lots of UI
Fixed Create Find Desire action to make a basket not using the correct enum (was serialized with an enum that no longer exists)
Fixed an NRE when building an addon
The group that is generated for a stranger that's joining a tribe is now destroyed if the invitation is accepted
Added a new tribe member cohesion event (positive)
Role descriptions on the tribe tracker elements no longer point at the wrong button
Fixed new role assignment scroll view not scrolling
Put some checks to try and catch the NRE when right clicking on a building to assign a unit to builder (can't seem to repro in editor)
Fixed tribe tracker element descriptions reading "Builder" when initialised if a unit hasn't been assigned a role
Reenabled desire expired cohesion event (still happens too frequently but without it cohesion never drops)
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