13,597 Commits over 2,710 Days - 0.21cph!
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
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