19,298 Commits over 1,614 Days - 0.50cph!
Navigation FSM enter/exit
Fixed Navigation not calling SetState for all assignment
Got rid of force state argument
Navigation behaviour callback improvements
Navigation.States.Pending now two states, NavigationPending, MovementPending
Fixed Unit.Navgation+Callbacks.OnPrimaryBehaviourEnded not listening to AgentBehaviourSlot.OnCompleted (was only listening to OnBreak)
untested craft item persistence stuff
Reduced action chain log spam
Fixed AnimatorParameterHolderEx.Set returning when the components parent Unit's view was culled
Block TimeManager.Pause during skip to morning
Simplified Crafting component loading because PostLoad doesn't actually do what I thought
Fixed TimeManager reset not resetting current game speed
ActionChain.Tick no longer calls Complete or Break in the same frame as the initial Run impl
Nav cleanup
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
more SetDestination early exit fuckery
Item gathering for crafting should now account for items held in crafting station and in unit items.
Fixed some editor only stuff not being tagged as such.
more fixes and attempting to avoid Effects NRE.
fixed NRE when removing Effects with exit actions
Work on deposit all actions (not finished yet, so probably don't use them)
Implemented deposit all to fire
Require free hands to light fire
add all fuel is now positional
Interactions can now apply an Effect to the Unit while they are subscribed
Ported default interaction selection code to InteractionSelector attrib/drawer
AssetMenuDrawer has toggle button to expose a normal object field
All shelter type buildings have shelter effect on sleep and sit interactions
Added Vital bars to UnitInfoWidget
Deposit All interaction for Buildings
Unit info widget inspect button, layout improvements
Primary slot Emote behaviour now gated by resting and sheltered flags (must be false, to prevent people randomly standing up to emote when doing something else)
Added secondary slot additive idle & social module for Humans (for emotes, and conversations etc once they support secondary slot)
Prevent popupEditor create button press when asset name is null
Moved fire making behaviours into new Human-FireMaking module that is on the work DM
IsBusy condition no longer tests for the warmth module (checks for FireMaking instead)
Navigation.IsValidDestination sample radius clamps, uses sensible min value (either 1f or agent radius * 2, whichever is bigger)
Added DesiredTarget property to Agent.
Stockpiling AI now gathers all items for stockpile before depositing.
Fixed nav sample not being called
Deposit All to stockpile on radial instead of individual items
Target Filtering should add the desired target to the list of candidates first
Animation logs now use Debug bool instead of IsSelected
Fixed Emotes.ChangeClip fucking with Animation's stationary state property (cache, reset after rebinding and forcing animator update)
Animation state backup no longer allocations, Unit/Animations stores a backup instance that we re-use
FuelToEffect defines a min fuel required to start
actually fixed animation logging
Dropping corpses now correctly sets animation to isBeingRoasted
fixed NRE in IsRequiredToCraftBlackboardItem
Removed UnitStationaryState behaviour from human animator/interactions sub-state machine root node
Increased Unit.Navigation's min sample radius
Fixed buildings that no Ownable component adding default values to the housing supply