17,530 Commits over 1,614 Days - 0.45cph!
Find Unused Assets Window now also shows unused types and how many assets there are of those types.
Logging for NRE in GoalPlanVariant.SetOverride.
Some fixes for Goal Momentum.
Potential fix for GoalPlanVariant.SetOverride NRE.
removed fire from giant wooden hut
hopefully actually fixed that NRE in KeywordsUtility.
More Goal Momentum stuff.
Reset GPV in FindBestGoalPlanVariant
Berry bushes no longer auto-dispense
Campfire added as addon to giant hunt
Fixed ActiveBehaviourCondition not respecting GoalPlanVariant.IsActive
Redid the corpse changes I did on the FillView branch
Let's null Current Goal if its Module fails.
ActiveBehaviourCondition doesn't check IsActive on the GPV for Goal and Module
don't null Current Goal if we have an active GPV
Fixes roles icon on overlay markers
Fixed radial indicator not following its target
Fixed UnitIndicator progress balls lingering
Added back the timeout for Possessions.
Timeout is refreshed when a new GPV is set with the same Goal as when the itme was picked up.
Dispensables can be marked as infinite
Fixed Corpse.IsBeingCooked being set to true when added to a stockpile
Fixed corpse decay being calculated when being cooked
Fixed cooked and depleted corpses not being removed from the fire and destroyed (hopefully)
Grazing spots now have limitless effects to dispense
Hunters now also get the Cook AI module, but wont gather items and fill containers
Event music triggers must be flagged IsGameValid
EntityView.Update no longer virtual, BaseEntity.Position returns BaseView.transform.position if possible
Supplies component tracks food categories separately.
Added appropriate considerations.
Nerfed berry bush growth rates
RivalDeath activity no longer creates notifications
Navmesh is rebuilt after building placement
Disabled all navmesh obsctacles in entity views
Updated Unity's navmesh stuff
Testing unitView animator culling mode and gating Update/LateUpdate when out of view
Subtracting leantween shit
Fixed effects not showing tooltips
Added inspect button to selected unit widget
EffectsList can filter by severity level
Reset severit levels for all effects because enum flags
Split TODLightConsideration.TimeMeasurement mode to TimeConsideration
Added IdleTime, WorkTime and SocialTime considerations
Color coded consideration curves in the AI designer :ok_hand:
removing NMO from buildings
Removed entityView hack that disables all NMOs
Sleep AI tweaks.
Fixed stockpiling AI.
Fixed activity types having bad serverity values due to enum flags change
Disabled raycasts in human senses