17,530 Commits over 1,614 Days - 0.45cph!
Goal Failure activity is now tracked by the Goal rather than the Agent.
Added a timer after which we repeat the activity if it is still ocurring.
Some fixes to goal failure activity.
Being unable to craft now generates the correct activity.
BehaviourChainFilters now have a CandidateMode allowing them to select the first valid candidate instead of filtering all candidates of the same entity ID.
Testing this in Crafting and Cooking modules.
Possessions now stores a list of current possessions
Added actions/abilities and conditions for adding/removing and querying the current possessions
Item Management will no longer drop items that are in the possessions list
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
Harvesting roles AI for harvesting tribe desired items WIP
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
Added portraits to activity notifications created by units
Portrait clone creation resets all animator parameters to their default values
Added config data for desire icons
ActivityData can override icon
ActivityData can override icon color
Fixed activity notification UI colors
Fixed NRE in Condition.ProvidesItemDesiredByTribe
Added SKILL_VERB keyword
Added AttributeGain activity type
Actually fixed NRE in ProvidesItemDesiredByTribe (dont assume that dispensable contains items)
Added Attribute gains data to various skills
Fixed Keyword base.name returning bad things
SmartObject.CanSubscribe checks unit's active role
Improvements to harvesting for other people's find desires
Uncommented ConditionSettingsWrapperDrawer
PlayerBuildingPlacement no longer tries to pathfind check using dead units
fixed being unable to select units when a dead unit is selected
Fixed Attribute.SoftCap NaN
Unified target filtering code into TargetFilterUtility
Possession component persistance
Filter target filtering returning 0 entities
Player assignment role via RMB checks unlock status
Basic hut now requires 10 wood (was 16) and 5 rock (was 8)
Trees now give a good amount of sticks.
Trees that don't assign trunk view prefab will destroy the trunk view and can dispense any number of items.
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it
Moved a rock spawner closer to the camp
Fixed a container nre in TargetFilterUtility
Added Units to the player building placement collision mask - spawning buildings on top of units is pushing the units down onto lower ground layers
Tweaked some curves to try and prevent the basket pick up/drop loop
made grass light the same colour as grass again so we could use it to paint out grass from edges of cliffs
cut out and split up sea edge
Added UI buttons for all the fullscreen windows (tribe/progression/diplomacy/knowledge)
UI transition improvement
Building UI will refresh choices whenever player unlocks something and the widget is open
Added some scene UI for the biome data editor (button to refresh all biome objects in scene)
Fixed activity UI not being properly cleared and refreshed between sessions
Fixed unit attacked notification not clearing (potentially)
Biome fuckery
Fixed shitty delay after leaving a modal window
Made a bunch of AI for creating find desires when people can't do things.
Disabled said AI.
All stockpiles now unlock at the same time as standard buildings.
hunter role unlocked from start.
spears in default possessions.