17,530 Commits over 1,614 Days - 0.45cph!
fixed NRE in IsRequiredToCraftBlackboardItem
Removed UnitStationaryState behaviour from human animator/interactions sub-state machine root node
Increased Unit.Navigation's min sample radius
Fixed buildings that no Ownable component adding default values to the housing supply
Added Possessions reason filtering to target filters.
Fixed people not being able to craft at the crafting table.
Fixed housing supplies value being updated from non-ownable buildings.
FireMaking to survival DM.
Logging in SetDestinationSettings to try to catch out of range error.
totally didn't put that #endif in the wrong place
Unbollocksed up the target filter for gathering items for crafting.
Craft at Machine requires free hands.
Meat Rack max builders and max subscriptions on deposit all set to 2.
Fixed stonecutter looping between taking stones for building and depositing them to stockpile.
Can no longer spawn player controlled animals via debug tools
Fixed unit indicators not being clicklable
Fixed unit indicators not showing hover state/highlight
Fixed PlayerController's UIInteractable property not being used due to the tick method being gated by UI raycast
Fixed RadialIndicator NREs
Renamed PlayerController mouse over events to avoid conflict with some built in Unity callbacks
Fixed NRE in PlayerController.HighlightEntity
PlayerController.UIInteracble cleanup
Fixed SelectAllCarriedItemsForX selectors suffering from a bad case of copy-pasta-shiteness
Stopped PlayerTribe.HandleSleep from calling timeManager stuff when already skipping to morning
Unit navMeshAgent is disabled while occupying an interaction position
Effect add/remove reason strings, editor fuckery
Reverted interaction position navmesh disable hack (need a good way of disabling collision on units when sleeping
Attempt to reposition OOB entities
Exposed distance required to move mouse to open radial.
Distance is percentage of screen height.
Fixed radial indicator being invisible
Fixed cohesion join/leave events firing while skipping to morning
Stonecutter will no longer bring big rocks to the stockpile if they don't have the necessary equipment to smash them
Added a popup for when someone leaves the tribe
Default physics step is back to 0.02
Unit.Navigation uses NavMesh.FindClosestEdge when partial path distance threshold fails
Commenting out manual navMesh samples in Navigation.IsValidDestination
Fixed NRE in TribeLeavePopup
Exposed Name field of SmartObject interactions.
Added SetDesiredTarget interaction.
SetDesiredTarget is default on Campfire.
PlayerController cleanup and attempt to make people tend to more than one fire (Target filter in selector should be in First mode but that causes an NRE, see BEF-82).
Ported back a load of weather system stuff, added some more weather types and improved FX for rain and snow
Merged weather rain strength and wetness values
DecisionMaker decisions pool is no longer static
Renamed SimTick methods in SetDestinationSettings from Run.
Handling for 0 destinations in tick.
Use the correct DecisionMaker method in target filtering first mode
Major cleanup of decision making; moved everything from DecisionMaker+Decisions to static DecisionsUtility
TargetFilterUtility is no longer static, now pooled
Fixed Items.TryPickUpItem not passing animation bypass arg into TryPickUpItemToContainer
Exposed BaseEntity.Debug in debug tools
AIAction tracks timeSinceActive, used in ItemAction to detect elusive stuck in pickup bug
Don't return in Navigation if CalculatePath fails
Navigation logging to catch out of range error
item action stuck detection is less stupid