17,530 Commits over 1,614 Days - 0.45cph!
Settlement size/territory display while building (using highlighter system for now)
Fixed terrain decals being badly aligned to terrain on some maps
Selective AI module evaluation can be toggled via debug
Cheat commands prefixed with cheat.
Add to stockpile interaction command generator ignores worn items
Moved various crafting order API to Unit.Crafter
Unit.Crafter component handles activity generation for failure to find required items
Activity text held by data struct, removed from factory method arguments
Settlement happiness set to 100% when all needs are satisfied
ThreatPerceptionCondition checks that the target isnt dead or disabled (should fix people getting alert effect from seeing dead things)
Fixed potential NRE when destroying a unit with active visual FX
Fixed water edge shader
Prevent duplicate activity notification spam
Bigger tooltip for activity
ItemAction callback cleanup, should fix invalid cast and pop errors if something is hooked up incorrectly
Reset role assignment UI via Refresh override
Moved all Senses tick functionality to SensesSystem, Senses holds only data and some lookup API for that data
Made it impossible for people to own more than 1 building/home (for now)
Ownable & Ownership cleanup
EntityId caching
Fixed potential NRE in VisualFX destruction
Combat targetting callback cleanup
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry)
Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
Campfires can now be added to existing settlements
More combat callback cleanup
People should no longer hunt if they're carrying a unit.
IsCarryingUnitCondition has a "Condition" mode.
ProtoIgnore EntityId.cachedEntity
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type)
Item pickup check no longer includes weight check from wearables
Fixed log stockpile selector using the wrong condition
Wearables & attachments weight in debug view
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state
Settlement claim functionality, AI action
Settlement radius/extension preview visualisation
Cannot place buildings outside of settlement radius
Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs.
Same as above for Stonecutter.
Added a quarry to testbox.
Fixed load game button tweens targeting wrong objects
Fixed NRE in tribe creation when starting a new game after quitting a loaded save
Quicksave overlay
Added BudgetYield utility for iterating over collections and calling some function within an ms budget
Fixed senses not working after starting a new session (oops)
SensesSystem init in bootstrap
Fixed settlement info UI showing bad value text
Removed packages we dont use
Removed knock-out effect from hammer & rock weapon data
fixed cliff around the quarry on testbox
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
Added checks for components to BuildingFilterSet.
IsStockpile condition now checks for the component rather than the category.
Selecting carried items for a container will now skip clothes unless we registered them to the container.
CanFindBuildingForTarget now uses group entities instead of knowledge
Crafting failure activity uses goal failure activity generators again, does some special case stuff for tooltip text
Fixed potential NRE in AIAction.Break (check state, shouldnt happen so I added a warning)
Strangers will no longer sit around the fire after leaving
Role assignment activity no longer pops notifications
Added LeaveGroup goal to the Human-GroupActions module, which is now installed by default and no longer managed by the GroupMember component. People will now leave the tribe using this AI module, and go find another group to join if possible.
Added various group and settlement related conditions/actions.
ItemAction.OnItemActionCallback is static, no longer does stupid check for settings equality
Fixed NRE when someone leaves the tribe
Various hunting AI scoring improvements
Re-enabled Human/Cook/CookCorpse/FindAndPutCorpseOnFire goal plan
Fixed NRE in HumanPortraits.Update when someone leaves the tribe