17,530 Commits over 1,614 Days - 0.45cph!
Safety in SensesComponentSystem.UnitCanPerceive
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds
Fixed human hair color not updating properly
Added BuildingCategory filtering to BehaviourChain params
Deleted a few inverse stat considerations, replaced wrapper usage with invert flag of the regular consideration
Fixed VisualFX start/stop sounds looping
Rewrote IsDesiredEntity condition to use newer desires API
Unit.Items.IsHolding also checks whether the items blocks the hands (big items are attached to shoulders, chest points etc, but were not considered "held")
DropUndesiredItem works properly
Added IsTool condition
Desires.IsDesiredItem type param is nullable
Fixed ItemFilterSet.IsTool not actually doing anything
don't destroy on load the debug tools object
fixed some bug with gitching walk
Goal plan desire creation
Better asset grouping in AssetMenu dropdowns
Fixed Butcher interaction
Deleted cooked meat item
Data for some consumables, corpses
AssetMenu fixes for grouping and null choice
AI modules categories data
Item can override PhysicalParameters from data (corpses)
BaseEntity can override description and icon from data
Fixed bad interactions on deer corpse
Added CanWear,Item ItemIsWorn Conditions
AssetList grouping to be consistent with AssetMenu
Clean up asset menu and asset list labels
Fixed bad condition in Interaction.Wear
initial implementation of item keeping desire checking whether it's needed
People now seem to drop unwanted items
fixed some issues related to desire pooling
Building upgrades can be flagged as enabled (or not)
Spawner fuckeries
turtle update and removed the animal name from the animal interactions (they were all wrong so croc would say "skin bear")
Added BeforeItem shader with tinting, used by Consumable for cooked/rotten coloring
Remade a bunch of item views
TakeFromDispenser dispense over time mode
removed raw meat skin interactions and setup correct number of meat chunks on croc
Merged Collaboration break bug to main
Added SetDestination.ClosestPointToUnit mode, using ClosestPointOnBounds
All collaboration related abiltiues use new ClosestPointToUnit navigation, requests also move to the target first to avoid people waiting around so much
Fixed random conversation anims not working
ItemActionSettings called TryPickupItem without setting player_command flag.
Fixed NREs in UnitView and Combat caused by death and view transferal (hacks)
Minor PlayerController fiddling
Stopped defaulting player_command to false in TryPickupItem, since Keep Desire so rely on that now.
player controller raycast now sphere checks interactable entities all the time
Various UI stuff
Fixed emotes not working
you can now radial knowledge overlay labels