199,199 Commits over 4,140 Days - 2.00cph!
SetDestination can ignore perception.
DSE should now skip considerations if all groups are empty.
Added stranger spawn to nospawns.
Pause the game when someone wants to join the tribe
Misc cleanup, UI
Fixed timestep defaults to 0.05
SkillVerb now returns the name of the skill if it doesn't have a verb
Entity component refactor to prevent initializing twice
Added GroupHeirarchy boilerplate
Show group rank in debug view
ProtoInclude PersistedGroupHierarchyData
Fix possibility to select dead targets
Better place for the character broadcast code
More work on ai behaviour.
Improved projectile leading calculation.
Re-added pity timer for projectile accuracy.
Thrown weapons should no longer unfulfill Possessions desires.
Possessions tidy up.
PlayerTribe.SpawnStranger no longer NREs when there are no spawn points in the zone
Other levels use new FOV method
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
WIP for AI inputs for playable characters.
Changed some baby settings:
Gestation period: now 1 (was 4)
Baby Days: now 2 (was 8)
Young Days: now 2 (was 15)
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
Still working on AI for player characters. All broken at the moment
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%
Some more ai behaviour tweaks.
reworked mini unit frame/anim
fix animation controller error
Fixed support for Zombie Panic! Source mounting
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WIP UI rework to deal with tribe ranks
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Fixed GPV scores not being correctly passed down from interaction desires.
Momentum drain is now passed down from interaction desires.
Additional info in agent behaviour debug.
updated some text in basic tutorial
Player can select non-unit entities, added entity info UI panel
Human overrides .SetView and requests a portrait update, removed
Stone stockpile unlocks Stonecutter