17,530 Commits over 1,614 Days - 0.45cph!
FuelToEffect.AddItem only adds time to the process EndTime when already running, else we let StartImplementation do the calculation
Fixed machine process being stopped in Tick due to stupid code
GPV score comparison logging
BinaryHeapPriorityValue replaces LastDecisionScore in the binary heap random selector.
Fixed fuel to effect not consuming items as they burn
SmartObject subscription logs are gated by AIManager.DebugLoggingEnabled
Removed debug logs in FuelToEffect, fixed incorrect DateTime comparison in OnHour callback
Reset game time when restarting or starting a new session
Remade berry bush view
Fixed some issues with TakeFromDispenser
HarvestFoodConsideration now DispenserItemFoodValue, writes to blackboard.InteractionPlans
Added BlackboardKeys.Dispenser
Fixed bad FuelToEffect.Progress value
Fixed machines not updating shader animation values when items are removed
Various food AI module tweaks
Removed missing atmospheric music reference
Some syntactical cleanup, but solution looks great!
AmbientSoundPlayer no longer uses AudioManager, instead requries AudioSource sibling component
AmbientSoundPlayer uses TimeRange, added some utility
EntityViewUtility fuckeries
Fixed NRE in Ambient Sound Player
5.6.0f2 shader auto-updates
Commented out a debug log
InteractionPosition block check is on demand, commented out failures UI debug log
Fix the among best condition in DM that we don't throw away all the best ones and keep the rest.
Sleeping effect dops all items
MachineProcess.IsAvailable is virtual, no longer persisted
Fixed bad block check in SmartObject.GetFreeInteractionPositionCount
Fixed DropHeldItems Action NRE
Fixed Effect not reseting removal action chain validity
TakeFromDispenser ConsumeOne mode doesnt pick up the item
Hints UI editor, disabled player progression widget
Hint screenshot support, layout tweaks
Added CanPickUpDispensable Condition, added to
Added Unit.Items.CanPickUp and Unit.Attachments.CanAttach overloads for ItemSettings
GoalPlan.BringDispenserItemToPlayerBuilding filters for held items
set meat material value on corpse skinning to prevent errors from art side
Improving GPV construction failure events
Various AI tweaks
Consumable is now an item component, supports decay
Added ICookable interface, used by Consumble and Corpse
MachineProcess.CookCorpse is now CookCookable
Replaced an error with a warning
UnitViewUtility.UpdateViewFromSourcePrefab doesnt need to instantiate the old prefab