19,298 Commits over 1,614 Days - 0.50cph!
Left click release to open radial
Trying to fix blue people
GUI shader channel things
Campfire effect increases mood a bit quicker
People no longer sit by an unlit fire for warmth
Fixed missing task descriptions, tweaked tutorial UI
RTS/Map Camera actual bounds
What's new UI, version++, hints fuckery, double LMB to select
SetColdOverlay to 1 in HumanView
Fixed controls listing being wrong
Navigation.TrySetDestination returns false if agent is not on the navmesh
Start in late summer, easier starting stats
Clothing insulation buffs
Camera effects to namespace
Fixed DecisionScoreEvaluatorParametersOnValidate dirtying assets
More editor cleanups
Removed DataAssetValidator logging
Condition and consideration editor foldouts defaults
Machine process auto start on deposit is exposed in data, cleaned up editor a bit
Added fire lighting behaviour to Human/Warmth module
Added WaitRealTime Action
Improved selected indicator UI widget icon selection (action, behaviour, target is order of priority)
Fixed up/down arrow navigation in data browser not respecting asset groups/sorting
Added starting items to UnitSpawner
Fixed UnitSpawner created humans not being properly added to the player tribe when the spawner is flagged as player controller
Player tribe is created prior to world spawn, so that spawners can use the tribe as their parent group
Rejiggling some init order related to triggers and player tribe creation callbacks
Player controller clears combat target with every command
Fixed ItemContainer.CanDeposit not returning true when weight limits were being used
Added custom drawer for ItemContainerParameters
ItemContainer data cleanup, restriction modes, positioning options
ItemDesire can reference a specific item, fulfillment checks test whether the item is the target of an active behaviour (stops people dropping shit they need)
Removed WaitRealtime debug logs
DSE.Scores sets Decision.PlayerInstigated when the blackboard contains a player created desire. Piped through to GPV, for use in Actions.
Deleted Ability.MoveTowardsTarget & SetDestination.GotToAttackRange "player commanded "variants
Added testbox_hunting
Added IsRequiredAmmunition condition
Added Refill Ammo GoalPlan to Human/ItemGathering AI module
Editor prefs for wiping save on startup in editor
Version++
Hints/WhatsNew editor prefs toggle
AI designer persists selected module
UI execution cleanup, reset on load
Fixed UIWidget.IsActive NRE
Added preferences to delete player prefs on startup, fixed delete save games on startup
People will always drop dispensers before interacting with them (big rocks, corpses, etc)
Fixed issue in Unit.Navigation where destination reached callbacks wouldn't fire correctly when the navmesh path is very short
Fixed debug spawning opening the radial on click in the game view
SFX for herbalism/harvesting