17,530 Commits over 1,614 Days - 0.45cph!
big rock requires small rock to smask up
rock is tool hammer
stopped being exhausted breaking both hand carrying abuns
Dispose of steam client in GameManager.Quit as well as OnApplicationQuit to be safe
Moved ProgressionWindow to OnGameReady callback so that we know which gamemode we're running
Fixed KNFE in ProgressionWindow init
Added an extra load process to group that ensures all group members are set to the correct controller (fixes issue when loading game and group is loaded after units, causing all units to be marked as not player controlled)
Fixed a key not found exception in ProgressionWindow, prints a warning for the UnlockDefinition that cannot be displayed (BasicBuildings in this case)
Item prefab update will now only add a box collider if there is no other colliders on the prefab, regardless of collider name
Fixed UnitPortraitManager leaving other clones on when inspecting a unit
Fixed addons not registering to their parents Addon list when loading a game
Reset scale of radial menu widgets so the last clicked button isn't scaled up when the radial menu opens
Fixed some attachment points/animator params for goats and turtles
Fixed several interactions missing their command generators, was causing incorrect interactions to appear in radial menu
Added a generic prompt ui widget. Pass a header message, ok text, cancel text and get callback with what option the player chose.
Hooked up to Delete save button for now
Fixed knowledge overlays staying on-screen when behind the camera
Fixed an exception when a tribe member dies
Fixed an editor exception when inspecting a goal plan (missing UnlockRequirement?)
Fixed a NaN exception in unit root motion
Tweaked Face Target Loop action to end instead of going forever, this seems to fix animals not attacking correctly
Fixed some progression exceptions when loading a game
Fixed path widget icon displaying if target world position is behind the camera
Added some checks to CraftDesireRequiresBuilding to try and catch an exception that happens when multiple units are attempting to build a building
Items being dispensed from a dispenser will now adjust their height based on the closest navmesh to try and stop items falling though the floor
Fixed loaded desires not correctly getting an owner
Fixed several desire types missing load logic and added some logs so that future desires missing load logic will be more obvious
Reverting FaceTargetSettings change as it is intended to loop indefinitely
Added IsBeingAttacked condition to GoalPlan.WatchTarget
Goal.Observation conditions tweaks
Unlock preview image support
improvements to item management
Fixed NRE in PlayerProgressionWidget
Added time to dispense consideration which looks at blackboard interaction plans.
let's actually apply that consideration in the correct target filter
removed individual option for unlocks.
a lot of progression stuff is now only found in GroupProgression.
GoalPlan.WatchTarget overridable by various combat related plans
Removed unlock field from GoalSettingsEditor
Fixed skeleton mesh getting enabled while loading even if the corpse wasn't skinned
Fixed changing gender on tribe create screen would break skinning on clothing
Fixed being able to gift items to animals
Fixed loaded wearables getting added to Unit Item list twice
Fixed Feed Item to Unit ability appearing when holding food and targeting a human from another tribe
Fixed units wanting to drop items in other tribes stockpiles
Added some checks so Units can recover if they attempt to give a gift and something has happened to the item
Wrapped some errors caused by units attempting to calculate paths while their navmeshagents were disabled (this could be a bigger issue, why are they trying to find paths while sleeping?)
Made meat a giftable item
Fixed menu dropdown overlapping tutorial widget
Desires & effects widgets rebuild layouts when contents change (hack)
Whats new UI widget fuckery
Removed HX volumetric stuff from camera prefab
tutorial sub task parameters validation.
let's have clear weather during most of the first day of the tutorial.
Fixed empty whats new panels showing on startup
Added description text to tutorial modal screen, above panels
Added building mechanic tutorial screen
Data driving UI hint balls, removed old hints widget (use fullscreen tutorial modal in future)
Knowledge tab boilerplate
TabbedWindowsEditor fuckerage