13,269 Commits over 2,680 Days - 0.21cph!
Fixed a couple of load/session change issues
Fixed building upgrades not appearing in child radial menus
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!)
Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
Added God Mode for testing, suppressed leaderboard posting in editor
Hit G to toggle god mode, should be suppressed in a packaged build (untested)
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
Tweaked the various Sit action plans
-Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action
-Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
Fixed building views not getting set to finished when the last required item is deposited
Implemented screen space target lock changes
Changing lock on target now attempts to get the next valid target in a given screen-space direction
Can now change lock on target by pushing Rstick left/right or pressing Q/E on keyboard (Mouse Wheel still works as well)
Added a Test Map and a disabled AI Dummy
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Added a toggle to log any flag changes on the debug tool
Can now display a unit's threat map as an overlay via the Morale component debug panel
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
Fixed construction parameters on building materials not being set properly on load
Added a Go Home ability to units - if they are outside of their territory you can command them to head back to their territory
Applied Unit Controller load fix from last week to a Groups entities to fix buildings getting marked as not player controlled on load (buildings in players group but not player controlled was messing stuff up)
Added a missing ProtoInclude for PersistedGameEventManagerData
Diplomacy component now keeps track of when the last gift was given to another group, and won't give another gift until 24h later
Fixed Feed Item to Unit ability appearing when holding food and targeting a human from another tribe
Fixed units wanting to drop items in other tribes stockpiles
Added some checks so Units can recover if they attempt to give a gift and something has happened to the item
Wrapped some errors caused by units attempting to calculate paths while their navmeshagents were disabled (this could be a bigger issue, why are they trying to find paths while sleeping?)
Made meat a giftable item
Fixed loaded wearables getting added to Unit Item list twice
Fixed being able to gift items to animals
Fixed changing gender on tribe create screen would break skinning on clothing
Fixed skeleton mesh getting enabled while loading even if the corpse wasn't skinned
Fixed loaded desires not correctly getting an owner
Fixed several desire types missing load logic and added some logs so that future desires missing load logic will be more obvious
Fixed path widget icon displaying if target world position is behind the camera
Added some checks to CraftDesireRequiresBuilding to try and catch an exception that happens when multiple units are attempting to build a building
Items being dispensed from a dispenser will now adjust their height based on the closest navmesh to try and stop items falling though the floor
Fixed some progression exceptions when loading a game
Tweaked Face Target Loop action to end instead of going forever, this seems to fix animals not attacking correctly
Fixed a NaN exception in unit root motion
Fixed an exception when a tribe member dies
Fixed an editor exception when inspecting a goal plan (missing UnlockRequirement?)
Fixed knowledge overlays staying on-screen when behind the camera
Added a generic prompt ui widget. Pass a header message, ok text, cancel text and get callback with what option the player chose.
Hooked up to Delete save button for now
Fixed several interactions missing their command generators, was causing incorrect interactions to appear in radial menu
Fixed some attachment points/animator params for goats and turtles
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
Fixed addons not registering to their parents Addon list when loading a game
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled)
Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
Can now dismiss the radial menu with middle mouse button or right mouse button regardless of where the cursor is
EvaluateSmartObjectInteractions now expands it's selection to encompass any child buildings (addons) if a player is mousing over a building
Also expands to cover it's parent if the player is mousing over an addon
This should make sure the interactions offered are the same for a building with addons regardless of where the players mouse is
Fixed cursor flickering when hovering mouse over a thing that causes a cursor override
The Rally Group ability will no longer display if a unit has no tribe mates
Rally Group now triggers the shout animation
Fixed wearables not getting proper item colours applied in test scenes (probably didn't effect regular game scenes)
Can now call Refresh on wearables multiple times without it throwing an exception
Spit cooking process will now detach the corpse once the cooking is done
Exposed a CanBurn flag to CookCookable
Fixed ProcessedBy not being set correctly on loaded corpses
Fixed corpses not attaching to a spit on load if they were cooking when saved
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load