17,530 Commits over 1,614 Days - 0.45cph!
Fixed misleading cookable tooltip text
Added an Eat a Piece interaction to corpses that is available once a corpse has been cooked that doesn't require an axe
Fix dead units getting their navmesh agent turned on because of another navmesh fix
Fixed machines not persisting their entity list, which fixes animals on spits not being clickable after a load
Dont go hunting without a weapon
SpawnHandler destroy fix/NRE catch
Spawn refresh fix
Saplings in birch spawn
Nuked old tall pine
Terrain meta editor buttons for topology paint channels
Various visual bits
Fixed FindAndPutCorpseOnFire being set to desire creation mode instead of execute
Added new Eat a Piece interaction to the DispenserFoodValue consideration - units can now successfully skin a corpse, put it on the spit and eat from it without player intervention!
Time fix on load
Fix units trying to recook an already cooked thing
Removed time hack on session load, doesn't seem to work anymore
Fixed objectives not loading properly and fixed objectives UI display not being updated after loading
FogOfWar distance fade is relative to camera target, not camera xform
Removed group modes from TargetFilterConsideration.
Added ConsumeValueForGroup mode to EntityValueConsideration.
Cleanup of Group to handle destroyed entities.
Removed GameUI menu dropdown
Desires UI juice WIP
Fixed Unit.Desires.GetAllDesires returning true when the buffer is empty
Fix for default DSE condition/consideration type filtering
Testing not considering a failed consideration as a failure if the score is inverted.
AI tweaks.
InCombat == False on a bunch of food Goals
Delay crafting window desire creation until after deactivation callback so that we see changes on the desires UI
Rework of KillSummary so it will retain the name and settings of killers after the entity has been destroyed.
People will now only pick up a corpse they killed (or one killed by another group).
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
komodo and crocodile material setups
Scenario editor save/load WIP. List scenarios in UI
More scenario editor save/load basics
Added a grave building that can be used to bury a dead unit
Can only be spawned via the debug tool (there's an unlock definition for it, but it has no conditions yet)
Also fixed exceptions when mousing over a unit that was killed via debug tools
Debug tool spawn section now has a recent tab that lists the last 10 items/units/buildings that were spawned
Fixed some more issues with dead/buried units
Unlocks can now be unlocked via a trigger
Graves unlock is now unlocked when a member of the player's tribe is killed
More conditions for corpse gathering AI.
Or condition now owns its own DecisionContext so you can select the evaluation target for and also within the condition.
Scenario editor progress
Updated Facepunch.Steamworks
Added Goal Momentum which can be broken by designated Goal Plans
Scenario editor workshop progress
Misc grave fixes
Machine process can now define the conjunction used on the process ability, so it now supports "Cook Rabbit ON Spit" as well as "Bury Jim IN Grave"
Added some info text to the MachineProcessSettings editor to show an example of the machine process text
More scenario editor progress