17,530 Commits over 1,614 Days - 0.45cph!
ValueElement can optionally tint text and icons as well as the fill bar
enabled wander to territory module on animals
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
Setting Combat Target overrides wandering plans
Secondary slot emotes should no longer happen if primary is already emoting
Moved triggers, cleaned up a bunch of conditions
Fixed some activity types not being picked up by the notifications UI widget
Added NavMeshAgent.updateRotation to debug panel
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Activity descriptions, data
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
Fixed shitty ping pong behaviour in Human-Cook AI module
Progression window cleanup
More UI modal state cleanup
Fixed people not dropping other units when reviving them
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
Settlement indicator foldout from icon on click
TargetIsWithinAggroRange overload fixes
break condition on Approach Player Units Goal plan
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
Fixes roles assignment UI not showing unit rows
UnitInfoWidget optimisation
Player component profiling
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
Optimised some campfire related target filters to filter by ID
approaching player units now shouldn't happen if we already have a combat target
EntityManager upate cleanup
More lenient facing target condition
More EntityManager tick cleanup, budget config etc
Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
Hostility check now checks if the other unit is attacking a member of our group
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
More UI caching improvements
Raid spawn points on island 1
Flagged collaborations module to always evaluate
Added AI for reacting to being hit from an unknown attacker.
Check for Can Use Combat Ability also checks for ammo now.
Fixed it being impossible to equip in slots other than RHand.
Reacting to unknown attacker set to always evaluate
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV.
Targeting AI to high priority DM.