17,530 Commits over 1,614 Days - 0.45cph!
Generic role selector component, used by tracker, info widget, map marker and member listing UI
Fixed unit indicators showing during building placement
Added role selector to tribe listing UI
Added LeanTween
Supplies Component now uses a float value for food.
Added a calculation of this food value relative to the group size.
Inverted some Machine Process Capacity curves.
Distance Consideration now returns reverse value removing the need to change every single distance curve in the entire AI.
Drag selects can no longer be started while over UI (previously they could be started but with an incorrect start position)
Removed eating on a stick related goal plans from their modules
Added a corpse gathering goal so units fill up meat racks
WaitForZonesReady only waits for spawners that have started
Spawning shit all uses coroutines
Fixed Session.Load not yielding to world manager spawning routine
Various cleanup
UnitCollections view pooling is pre-allocated
NavMeshObsctacle pool pre allocates, manually init in game bootstrap
Fixed craft order activity displaying the wrong info (requester/crafter were switched around)
Generated enums
Added blackboard item craft requirements filter, removed condition from TargetFilter.FindRequiredItemForCrafting
Filter editor cleanup
missing interaction positions
Removed InteractionDesire.
Added Agent.NextInteraction.
Gathering for crafting actually looks for required items and not just any items.
Basket crafting AI now uses crafting orders and not leftover desires stuff.
Removed some old data.
un-override the filtering on the target filters for gathering for crafting
food AI curve tweaks.
AI debugger no longer says "score inherited from GoalPlan" when it's actually from a Goal.
People no longer drop needed items when crafting when more than one of the same item is required.
Added CandidateEntityFilter.EvaluateSingleEntityPerDataId
Behaviour data warnings when action is null
Fixed RoleSelector not updating current role icon properly
Fixed Unit.Roles.CurrentRole being null
testing Possessions tracking the current Goal when an item is picked up and removing when the Goal changes
remove unnecessary navmesh sampling from RandomDestinationSelector
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Added debug filter log when we ignore something during DM filtering due empty dispenser
Item.Grass no longer has a Dispenser component
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
FindUnusedAssetsWindow display bits
FindUnusedAssetsWindow dockable
Moved non-essential item gathering to a Stockpiling module.
ActiveBehaviourCondition now checks current goal instead of active GPV. This should stop stuff like conversations being able to interrupt important stuff like building.