17,530 Commits over 1,614 Days - 0.45cph!
Nuke configs on version change
Version++
Fixed navmesh rebake using existing data like a chump
Fixed button states in options widget
UIWidget now caches all child selectables and calls OnPointerExit when the widget is deactivated
Fixed UIWidget caching selectables before init
Fixed PointerHoverTweener not triggering on pointer exit when the associated selectable was disabled
UI screen transition shit, scene save
Navmesh bake settings fixes
Fixed GroupProgresssion tier unlock spam, not sure if this is intentional cc sebov
UI widget activation order fixes
Fixed overlay map not working
Remove modal state toggle from overlap map widget
GroupProgression no longer uses a coroutine for tier checks, instead implements ITickableEntityComponent
Cleaning up Game Events stuff in prep for progression integration
EntitySpawner now has a field for a TriggerSpawns event, instead of a bool
GameEvent.TriggerSpawners now triggers spawners that match the event def
Fixed the misaligned text on the progression unlock popup
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Reverted threat reduction on raiding effect
if we already have a home, unset the previous home when setting a new one.
Disabled wander to territory while raiding
fixed HasDesire data that got changed due to desire type removals
Lowered bravery stat to +10 so rats will attack people
Removed unused AI unlocks
Grid positions in entity debug view
Minor senses tweak for easier debugging of entities from grid sample
Added Group Has Housing condition to Shelter tier
Fixed ZoneEcology spawn routine starting handler coroutines instead of yielding to them ;x
Very important comment header consistency
Group.Supplies maintains a list of all entity ids added to supplies
Added InGroupSupplies condition, replaces all "X is within Y of Z" distance conditions
Corpse stockpiling and hunting using the same target filters, which should stop people picking up a hunter's kill
FindCorpseToPickUp condition tweaks
Fixed potential NRE in debug spawner
CarryUnit removes the unit from its current container when applicable
Removed Patrol Goal from Human/Idle
Fixed CarryUnit detatch crap
Removed "being processed" condition from FindCorpseToPickUp
Hunting corpse management uses its own target filter
Fixed some UI widgets not being properly managed by modal state changes and sibling isolation
Protobuf things for Raiding component
ItemDesire now uses ItemFilterSet.
Implemented WriteToBlackboard for all desire types.
Cleaned up setting weight and momentum of Desires.
Nuked GroupHierarchy component, moved rank stuff to new Unit.GroupMember component
Renamed Action to AIAction to stop annoying conflict with System.Action
AI namespace shit
Fixed grazing area move action having a radius of 0