19,298 Commits over 1,614 Days - 0.50cph!
Added SaveLoad change event for UI. Load game widget will always select first save on init, menu and pause screens button states get properly updated
Added an confirmation prompt for quitting the game
Added a confirmation prompt for loading a game while a session is already in progress
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch)
IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default)
A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping
Fixed ItemsBuffer in Items not being cleared between various methods
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
SaveLoad deletes snapshots too
Tweaked swim depth test value
RandomDestinationSelector can be restricted to specified navmesh area mask
RandomDestinationSelector cleanup
Player controller raycast for movement/ground layer includes water
enabled hip movement on swim
instant transition to stop unit walking on water as anim blends in
animal combat idle fix(maybe)
Ported several entity types to refactored data/creation pattern to reduce code duplication
Group no longer abstract, removed derived types (tribe, herd, pack) and merged functionality into the base type as it was minimal
Unit view toggles root sim FX prefab game objet, instead of single renderer
Added the ability for Selectors to Hide from UI on fail like Conditions
Go Home ability now hides from ui while unit is sleeping (since we can't calculate if a valid path home exists while the unit is sleeping)
WIP tribe create/customsiation redesign
Random destination selector will now fail if it couldn't find a destination (fixes units trying to swim at 0,0,0 on island_01)
Construction skill now gets raised when depositing items to a building in construction (skill gain was tied to old construction system)
Added a machine fallback to the CreateMachineProcessActionDesireProcess (fixes not being able to give a player command to burn an item on a campfire)
Added a distance consideration to the GoSwimming goal plan so that swimming while idle is a bit less common (might need some tuning)
Tooltip widget now positions while animating, fixes that weird hitch on the tooltip when you mouse over something
fix for build breaking maybe
these were changed whenI looked...