17,530 Commits over 1,614 Days - 0.45cph!
Reduced decor bush navmesh obstacle radius
Moved pick up event callback from OnPickupComplete (which I don't think was being used) and into the OnPickupEvent method that is being used
This fixes units Pick up actions never ending
Fixed OnPickUpEvent not getting called when playing an animation to pick up an item at normal speed
Fixed Items not getting added to MyItems if the animation is being bypassed
Tweaked time ranges and scoring based on time ranges
Restored lazy caching of various name properties in DataAsset
un-inverted a curve that was making people sit by fire
It's now possible to limit the max subscriptions on a positional interaction
Debug log ICanvasRaycastFilter count after UI init
Fixed Building.ForceConstructionComplete NRE
Resave island1
Disabled DSE caching
TerrainBlendObject NRE fix
Items component cleanup, hopefully fixing repeated failures to stow things
More AI tweaks.
Removed now unused EndsMomentum field on GoalPlan.
Fixed stow event data not being set as active
Disabled Human/Shelter/TakeShelterInInterior until we fix caves
Role selection foldouts use regular tooltips instead of their own label (UI graphic count reduction)
Reduced effectList max pool size
Removed some reproduction logs
Actions.WaitRealtime uses TimeSince
Fixed Current Goal being reset by the high priority module evaluation pass.
Better logging.
UIWidget/Screen refactoring to better support management of graphics components
Disabled vsync, removed Low quality setting (ultra default)
Fixed some issues with UIWidget not toggling components properly
TabbedWindows properly toggles child widgets
Hopefully actually fixing child widget component toggling
Removed DataAsset equality operators/overloads
Item pickup cleanup
Tutorial widget graphics cleanup
Version++
Senses.SimTick returns if the unit's grid position hasn't change since our last tick
Senses position change gate has a timeout
B key now toggles build menu, instead of just opening it
less highlighting coroutines
Possessions now have a reason.
The same item can be possessed for more than one reason.
Crafting component creates and manages possessions for crafting.
Possessions tidy up.
Removed timeout on possessions with a current goal reason.
GPVSlot current goal logging now shows which slot it's from and the name of the Goal in orange (important shit)
removed unused Goal field from CurrentPossessionData.
Player Commanded status now actually gets correctly passed down to GPVs.
Fixed UIWidget init order resulting in pooled elements having some components disabled at the point of instantiation
Added UIElement for more nested caching of various UI components