17,530 Commits over 1,614 Days - 0.45cph!
Instant build cheat now works on building upgrades too
Misc smartobject debug cleanup
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
moved construction back to high priority but added condition of not carrying an item for the building
Fixed radial options not being updated when selecting a different unit
Fixed item removal event not being called when removing from container.
Fixed depositing calling remove after dropping the item and thus not properly handling item removal.
Fixed IsCarryingRegisteredBuildingItem handling of contained items.
Interaction module no longer counts as "Is Busy".
aparently some stuff I didn't commit
added more interaction positions for building the crafting table
ItemDesires created from possession now allow held which makes them actually get fulfilled.
Fixed NRE on EntityView during tree felling.
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
No longer possible to stow an item that was dropped while stowing.
Cleaned up some current goal unsetting in DecisionMaker
Made decision heap management consistent for various scoring methods in DM
Player building placement collision checks ignores the anchor view when snapping to existing walls
Building UI anim tweaks
Fixed condition for nulling current goal
sleep time curves should make people want to go to sleep earlier
Force tick on behaviour complete
AI Debugger revamp part 1
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
attempt to stop sticks clipping in the ground while walking
Cleaning up Action/ActionChain and BehaviourChain state
dropping unneeded stuff to work DM and low priority
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Fixed Effect not starting it's ActionChain properly
More low level AI cleanup and execution state refactoring
More AI cleanup
Night transition camera stuff
Fixed successive building placements causing the game speed after placement to be incorrect
Fixed another edge case with game speed and successive building placement
Fixed player controller doing its primary raycast while doing marquee selection
Fixed another edge case in building placement
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class
Moved behaviour pooling from AIManager to Behaviour itself
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
idle AI tweaks.
Added next winning GPV button to debugger.
crafting table update with small rock renderer for seb
Tab overlay UI is now toggled, shows building details
Standardised a bunch of UI element positioning code
Detail overlay UI no longer blocks raycasts
Restore UI widgets to their default state when session ends
Cleaned up de-activation calls in various widget init routines in favour if using UIWidget.isActiveByDefault
Various other UI
Fixed NRE in GameSpeedControlsWidget
Fixed loading UI not reseting values
Detail overlay UI only shows for buildings that have either active constructions or machine processes
Added tribeCreate mode to DynamicDOF
Fucked off DOF for now, just disable during tribe create