19,298 Commits over 1,614 Days - 0.50cph!
enabled tribe start in testbox
Fixed Session trying select a unit when there's no units in the player.Group
let's not be too literal about nospawns
Fixed menu scene not having correct lighting when quitting to menu while the player camera is viewing an interior space (caves)
Fixed various delayed inits
Human/Shelter goal plans inherit goal score
block animal from using attack root motion if allready attacking root motion
Fixed BiomeMaterialObject onEnable fucking everything
Fixed missing CameraParticles component on player camera prefab
cleaning up PlayerController selection handling, WIP support for selecting dead units
more playerController dead checks
Added BaseSelectedUnitWidget flag change callback, used by UnitCommandsWidget to update button state accordingly (dead/disabled people cant craft or build)
Added Unit.Flags.OnFlagsChanged event
Changes to animal combat AI
Removed "is being attacked" condition from Animal/Combat/Defensive
Morale threat map uses delayed init
removed DistanceMap because it's slow and we don't use it
Fixed potential TerrainMeta.OnEnable NRE
Units hold race definition, piped through UnitSettings.Create
Unit race shown in debug panel
Unit race as object field in debug view
optional object context override through BaseEntity.Log
Fixed DecisionMaker.FindBestAbilityPlanVariant running target filtering for abilties with TargetMode.OnlySelf
nospawns has trees and shit now
Fixed bad key usage in CameraParticles.OnWeatherChanged breaking loading same game while playing
Fixed cache not being cleared in TerritoryLocationSelectorSettings
Fixed potential Unit.Race and Group.Race setter NREs (allowed to be null)
PlayerController dead units fixes
Fixed pine tree not having positions for its interactions
more spawning on nospawns
removed cave on nospawns because it's annoying
moved activity widget to right middle of screen
merge menu scene with main scene
added entity log window, all entity logs stored in list at runtime
Entity log auto scroll, tweaks
baked height map for nospawns.
added Body Temperature stat which ticks up and down based on Temperature.
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
StatsImporter uses float.TryParse and logs errors warnings when we fail
Warmth need now uses body temperature.
Added definitions for min and max temperature.