19,298 Commits over 1,614 Days - 0.50cph!
InteractionSettings can specify a command execution mode for player commanded interactions
Added BehaviourSettings mode to RequiredAttachmentPointsCondition
Dance interaction now scores diplomacy relations
Loading errors back to normal Log instead of Error so they don't spam up the console
Version++
Camera module prediction crap for particle FX (is shit)
Starting tribe cohesion is defined ScenarioData
Fixed errors from UnitPathElement when quitting the game with people selected (Unit.Navigation.IsNavigating checks NavMeshAgent.isOnNavMesh)
Fixed people being called "Human" when starting a new game after quitting the current session
Version++
Fixed UnitPortraitWidget not instantly updating the last portrait (was waiting for a new one)
Fixed load UI not refreshing after save on pause UI, other related tweaks
Game manager extension save/load uses IEnumerator
Testbox nospawns is now a proper map, supported by sandbox and testbox scenarios
awful spammy logging of IsVisible status.
fixed PersistedEntityData constructor being protected and making ProtoBuf sad.
DefaultValue attributes on PersistedEntityData to fix bad loading of visible state
ProtoContract default value attributes and other tidy up
Fixed various building persistence issues.
Pause UI save/load button fixes, probably?
Nospawns setup for eating debug
Debugger fixes
made deer idle look less alert so when they are actually alert you can tell.
AI logging
Fixed AI debugger nodes not showing default curves on considerations
Fixed some bad consideration curves in Human/Food
EntityConsumeValue has more valid interactions listed to write
Fixed a fairly massive oversight that prevented behaviour sim ticks from running while a unit was in the player command cooldown
Fixed TribeWidget not updating mood color bar
Added option for debug spawner to add dead units and items to the player tribe supplies component
removed unnecessary SupplyInfo class
if a container is an item it will now only add contained entities to supplies if placed
Added "GroupEntities" source to CandidateEntityFilter.EntitySources
Changed most building target filters to use Group Entities source
Food storage need no longer requires a specific amount of meat, only that the tribe build a rack, has much lower cohesion drain rate
Made it possible to enable/disable the stat manipulators for an Effect in the editor
Hot and scorching effects no longer have any stat manipulations (testing)
Weather types now support multiple FX prefabs
AI data save just in case it was important
removed peckish effect to create a period of nutirition where the unit is neither hungry nor well fed
changed hunger curve to match hunger effect names
EntityInspectionWidget refreshes it's entire contents every 2 seconds
Removed some stats from the EntityInspectionWidget display for units, gave most of them color gradient data
Reduced UnitInfoWidget's portrait refresh stat change thresholds (health and mood tirgger a portrait update when they change by 2.5% or more, down from 10%)
Fixed StatTypeDefinition enum parse using the asset's displayname override
Enum generation and enum parsing for Stat and Activity defs uses consistent formatting of the asset name
apply mood value to portrait animator to make mouth expression change
tier requirement met boosted to 0.5 from 0.05 to stop mood becoming impossible to improve
Made Behaviours events static to avoid allocations (listeners in BehaviourChain and SmartObject cross-reference the behaviour's chain or target, respectively)
Fixed people being stuck when trying to perform NextInteraction
SmartObject.OnSmartBehaviourCompleted checks matching SmartSubscription.SmartObject
Added a bunch of conditional logging to ActionChain, gated by BeforeDebug.AI_ActionChainLogs
NRE logging fixes, ActionChain.Behaviour has CanBeNull attr
Fixed debug settings tab overriding ai debugger toggles
Fixed action chain logs being gated by additional flags
CraftItemProcess persistence WIP
Fixed Navigation.TickStateMachine not ticking state when new forced state was passed in