17,530 Commits over 1,614 Days - 0.45cph!
Stranger's desire to join player tribe doesn't drain momentum
Conversations component holds list of conversation targets (other units) instead of looping through group members and all other perceived humans
Units can now specify random available clothing for their children
Fixed damage overlays named incorrectly on child views
Added "make_adult" command to turn a child into an adult
Fixed conversation topics being sorted inversely
Better notification for the player's units being attacked by hostiles.
Added spawn_stranger console command
Added a new activity for when a baby grows up
Added a new activity for generic age changes eg. "PERSONNAME is now an Elder"
Added new {AGE} keyword (returns "child/adult/elder")
Humans changing age now recreate a new, age-appropriate view rather than just scaling up the child model
Tribe tracker now requests a new portrait if a unit's view gets set
Fixed incorrect crafting failure notifications
SetDestination can ignore perception.
DSE should now skip considerations if all groups are empty.
Added stranger spawn to nospawns.
Pause the game when someone wants to join the tribe
Misc cleanup, UI
Fixed timestep defaults to 0.05
SkillVerb now returns the name of the skill if it doesn't have a verb
Entity component refactor to prevent initializing twice
Added GroupHeirarchy boilerplate
Show group rank in debug view
ProtoInclude PersistedGroupHierarchyData
Improved projectile leading calculation.
Re-added pity timer for projectile accuracy.
Thrown weapons should no longer unfulfill Possessions desires.
Possessions tidy up.
PlayerTribe.SpawnStranger no longer NREs when there are no spawn points in the zone
New Time Since last birth consideration
Tweaked Breed goal scores to ensure it can actually occur
Made pregnancy notification medium severity so it has to be dismissed
Changed some baby settings:
Gestation period: now 1 (was 4)
Baby Days: now 2 (was 8)
Young Days: now 2 (was 15)
Fixed exception in GroupHierarchy when loading a game
Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game
Lowered grass requirements for turf roofs
Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons)
Fixed collaboration OnStateChanged event not getting hooked up when loading a game
Can now remove a collaboration from the debug panel
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load)
Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably
Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
WIP UI rework to deal with tribe ranks
Fixed GPV scores not being correctly passed down from interaction desires.
Momentum drain is now passed down from interaction desires.
Additional info in agent behaviour debug.
updated some text in basic tutorial
Player can select non-unit entities, added entity info UI panel
Human overrides .SetView and requests a portrait update, removed
Stone stockpile unlocks Stonecutter
PlayerProgressionWidget now goes into modal state
Building placement doesn't resume when in modal state
Desire clenaup (fixed missing filters in some classes), added GeneralDesire type
Added Building.Ownership component
Added Human+Shelter partial
Added UnitRank condition
Added UnitIsBuildingOwner condition
Added indicators for all units all the time
Version++
Fixed multi-selection not working
Fade out unselected indicators
Fixed unselected indicators not being properly reset between sessions
Notifications no longer expire while skipping to morning, fixes notifications appearing and expiring without the player seeing them
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything)
Can no longer unequip babies
Fixed portraits not getting rendered after unit creation
Misc UI bits
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
Fixed humans not animating