17,530 Commits over 1,614 Days - 0.45cph!
made mouth layer override instead of additive to try and fix the weird giant smile bug that happens sometimes
assets and controller for rolled up animal hide
Tooltip alignment, radial menu polish
Behaviour widget cleanup
Fixed divide by 0 in TakeFromDispenser action
Improved filtering displaying in GoalPlanSettingsEditor
Removed unused ItemStates enum
Items carried animator bool
Better collider creation/processing in EntityViewUtility
Remade animal hide item view
Let's not try to peek into an empty queue.
hacked projectiles to work
angle hack now goes to 0 to give long range shots a chance of hitting
Fixed some issues with animal idle AI
Let the length of a time range respect the 24 hour clock (eg. if the range is from 23 to 7, let's not get -16, but 8 instead.
Hints widget will automatically show on first run (and in editor every time for now sorry)
ActionChain cleanup
Cleaned up desire removal, added Desires.ClearAllDesires
Fixed Effects never ticking removal action chains
made turtle not fall though the floor when dropped, but will break next time view is remade
Fixed a bug that would cause effects to be returned to their parent entities pool before executing their exit action chain
PlayerProgressionWidget shows AI unlocks, audio support
Added contextual hints, pull hints text from files
Merged in Time Range refactor
UnitView and BuildingView was hiding base EntityView Animator property without that being necessary (made Unity throw like 50 serialization errors on compile).
made meat mushrooms and berries nutritious
Protected the Animator setter in EntityView.
Meat scales, less meat from deer
Fixed corpses having their own view cached as embedded projectile on init
Hopefully fixing some shit with effects listing
More icons in effects list pool
Quality settings ultra default
Fixed Items.RemoveItem NRE
Fixed issue with translation of time range values
Time range compile fix, hints text tweaks
Couple of rare NRE catches
Minor ActionChain cleanup
Fixed portraits not working after game restart
Added BuildingConstructionStateConsideration
Desires.ClearPlayterCreatedDesires supports a list of exempt desire types
PlayerController.ExecuteBuildingCommand doesnt clear existing Building or BuildingAction
Removed most foods from procedural spawns, added hand placed spawns to island01
Added new considerations to building AI module goal plans, people will now prioritise buildings that are nearer completion,or require fewer resources
Target filters can now filter for interaction plans on the target entity, fixes a lot of cases where the AI would repeatedly fail to find a valid target for a given behaviour (gathering especially)
Target filter editor improvements for the above ^
Island1 spawn tweaks, added wolves.
Fixed NRE in UnitSpawner when assigning a pre-exiting building view as the base
Fixed error in TimeRangeParametersDrawer
Fixed UnitIsBeingAttackedCondition not overriding all required methods to be used as a break condition for goal plans
Hints UI stuff only shows in editor if we're flagged as BehaveAsStandalone
Fixed contextual hints showing in editor when not behaving as standalone