13,239 Commits over 2,680 Days - 0.21cph!
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
Rolled delete and rooms logic into new placement system
Back button on entity panel
Added a search field to the prop window
Refactoring prop placement to be more generic + expandable
Implemented painting module
WIP Build menu rework (Categories, Paint mode, etc)
Show last thoughts on passenger info + more ui tweaks
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
Fixed bad happiness calculation
Added new serialised component system, should make Entity less monolithic
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
New fleet widget on map screen, replaces the fleet button
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
Uploading to a new steam branch
WIP stat displays
WIP passenger thoughts
More stats
Potentially fixed props not getting marked as vacant
Fixed save/load
Stats screen now shows two most common thoughts
Can now adjust sample size of stats screen
Fire doesnt spread through walls or doors, but can destroy doors
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
Added simple console, moved some cheats to console commands
Fix items getting duplicated when getting picked up from a stockpile and put into a container
Fix NRE on stockpile influence debug view
Fix passengers geting left on ship after a route change
Fixed wander + more fixes
Sparks effect when maintenance repairs a prop
Fix for NRE when deleting a prop that's in use
Fixed passenger disembark not triggering UI update
Better conditions on fit out contract
Added a pulse to the contract button
Contracts UI tweaks
Multiline notifications
Fixed soft lock on cancelling route edit
In progress text updates for contracts
Fixes
Crowd SFX fix
Don't dispose steam
Pasengers walk to their interaction point
Maybe better wandering logic?
Fixed whats new scrollbar
Ship upgrade contract
Delete UI tweaks
Time fixes
Fleet expansion contract
Added some highlights to buttons needed for contracts
New prop - Bar
What's new
Better wall placement snapping
UI tweaks + more entitlements