13,269 Commits over 2,680 Days - 0.21cph!
Fixed meat coming for a corpse not having the same cooked state as the corpse
Better display of an entities controller and group in the debug panel
Fixed building addons not inheriting the group and controller of their parent building
Fixed being able to pick up a unit that is already held
Fixed corpse nav mesh agents being turned on when attached to a spit
Added some animation preview functionality to the Unit Attachments Editor
-Can now toggle on/off unit shoulder carrying animations for more accurate positioning
-Can now preview/modify attachment points for carried units
-Can set carried units into their IsCarried animation state for more accurate positioning
Fixed corpses not getting their isCarried animator state properly set when loading the game
Fixed attachment animator bools/positions for deer
Tweaked attachment position for carrying logs
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
More corpse save/load stuff, still has issues
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
Fixed unlocks throwing an exception on save
Fixed clothing attempting to change colour before being equipped,was throwing an exception
Updated collisions on bear headress view
Component list on entity debug panel now displays if a component is enabled or disabled
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
Added a corpse data type to track corpse states
Fixed Unit not not ragdolling if dead on loading
Added a corpse debug panel
Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
Added some null checks to machine processes to protect against bad entities being passed in
Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat
Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
Added an Animator extension class with new backup and restore parameters capability
Fixes animator losing all of it's states when a rebind occurs (clothing change, game load)
Fixes holding animations getting disabled when changing clothing
Craft and build commands now disable the player's command cooldown and force a decision maker tick, usually forcing the unit to take action immediately
Trying out some ways to make crafting and building feel more responsive
Fixed wood log right shoulder attachment point saved on wrong side of body
Agent will now run secondary behaviour modules while the player is controlling an agent - need secondary modules for things like item equipping during player commands (potentially fixes bug 921)
Primary modules are still suppressed during a player command
Fixed busted command generation when holding containers
EntityViewUtility will now size the default box collider it puts on an item when no other colliders are present, the collider will be sized to encapsulate all meshes on the item
Added colliders to any clothing items that had no colliders
Resized existing 1,1,1 colliders on items
Added container item recursion for depositing items from containers to buildings and stockpiles
Decreased Navmesh tile size from 256 to 224 (-32) on island_01, trying to fix weird navmesh generation on some steeper hills (bug 927)
Changed some icons for hunting parties
Fixed being able to gift items to own tribe
Fixed Rally Group command never ending, which would break AI until a player command took over (bug 924)
Manually call OnAnimatorStateTagChangedCallback when loading a random animation package if we're already in idle state (fixes no conversation anim bug)
Loading a game that has broken data will now load the menu, rather than quitting the game
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
Some final testbox tweaks
Made a new consideration to make agents pick better gifts
Made coconuts a x2 value gift
Gift component now has a value multiplier to allow for gifts of varying value
Added a good/bad diplomacy activity that pops a notification so player has feedback when they are doing something another tribe likes or dislikes
Added territory consideration to gift ai selection so AI's hopefully won't regift the same item multiple times
AI tribe gifting items is somewhat working, still has a few issues
Fixed some party invite abilities not restricting by group (could join other tribes hunting parties)
Hostile Introduction now uses TriggerComsAngry01 animation
Reworked friendly/hostile introductions as abilities rather than conversations