19,298 Commits over 1,614 Days - 0.50cph!
Fixed UnitCollections getting visible knowledge overlay widgets
Party overlay now shows a different icon based on the units party role
Campfire percentage display should now show correct value based on all inputs in fire, not just the current input
Added a filter to the spawn tab of the debug tool
Craft & building window scrollbar improvements
Interaction desires now transfer their blackboard to the new behaviours (should fix interactions from desires just constantly breaking)
merge interaction fixes to main (because I suck at branches)
fixed stupid out of range error
interaction desire injection now should be inheriting the score.
disabled Steam things to reduce the amount of editor crashing.
disabling Steam things in editor only
Fixed hitch when opening radial menu
Camera module FOV changes
Reduced rock smash time
Post tweaks
Fixed in-progress building upgrades not loading successfully
Added a Clear Blackboard Desire ability and hooked it up to the Clear Desire goal plan (should stop empty goal plan messages, pretty sure this is what this goal plan was meant to do)
Replaced using EventTrigger for buttons sounds with a new ButtonSound component
EventTrigger consumes all ui events, so it blocks scroll views working (explains bad scrolling on craft+build screens)
Changing selected tribe member in tribe creation UI now closes the open toggle group
Fixed delegates not being cleared on tribe create buttons and causing hover states being processed for multiple units at a time
Hair option tooltips are no longer zero-indexed
Fixed not being able to see hint widgets in editor (use the editor preference to disable them, they were being disabled regardless)
Fixed and adjusted the 3d preview settings for several buildings (particularly small hut)
Fixed a case where conversation widgets would start erroring out if a game was loaded while the current game had a conversation in progress
Added a null check to AudioManager pooling process to prevent the errors when loading a game (this might not fix the root cause of the issue)
Fixed UIUtility not correctly using MaxBoundsY on unit (MaxBoundsY is a local offset, it was being used a world space Y coordinate)
Above change fixes enemy widgets and conversation widgets
Switched PartyOverlayWidget to use UIUtility now that MaxBoundsY calculation is working
AbilitySettings cache of all asset instances via .All property
AbilitySettings holds an instance of it's own AbilityPlan at runtime
Player controller config all now held in PlayerControllerConfig, not the monobehaviour
Removed rally tribe button from the menu widget
Added cursor drop shadow
Fixed AbilitySettings.AbilityPlan not being properly initialized
Dont clear keep item desires when issuing commands
Clamp lerp value distance in dynamicDOF
Ponder ability now "Random Idle" for 2-6 real seconds, no longer triggers anims
Various Player command refactoring, radial menu improvements prep
Fixed items not being added to the UnitAttachments entities list, causing encumbrance calculation to be wrong
Fixed dataBrowser.AssetTypes missing GameModeDefinition
Slight refactor of existing game modes to put things in the base mode.
Added classes for Loast and Found mode
Character create DOF mode
Removed StartingSeason in GameModeDefinition
Added asset for Lost And Found
TimeManager.SetTime cleanup
made starting day be determined by a 0-1 float representing time in year
Refactored/cleaned up reproduction persisted / date time usage
GameDateTime month support, TimeManager.OnMonth actually invoked now
Re-enabled breeding AI module
Growable/Seed boilerplate
Disable dynamic DOF in tribe create
re-enabled setting start time from Session
null check disabled movement modes in Navigation
Various Growable/Seed fixes
Game Modes now define a list of valid scenes
game mode scene list should now be validated against the game's scene list
Fixed player tribe not spawning in correct place if customization is disabled in the game mode.
Added empty scene for Lost And Found
Actually add the scene...
Island01 tweaks
Growable controls resource dispensable availability
Lost and Found initial scene fuckery
rebaked some NavMeshes because I may have nuked one during a merge
Various Growable/Dispenser/Tree/Resource cleanup