17,530 Commits over 1,614 Days - 0.45cph!
Deactivate unit detail view if they get destroyed
Fixed various issues caused by people leaving the tribe
Combat testbox settlement assignment
TribeSpawner adds buildings to settlement
Reworked group joining/leaving AI
added despawn point on nospawns
Settlement levels, activity, keywords, enum gen
Settlement leader keyword name fix, include claiming group in activity data
Animation component tick/bool change callback runs every frame to avoid potential lingering fuckery
Fixed NRE when CookCookable process finished
Item.PickUp no longer adds the item to the unit's group (pending issues that this make unearth, but we need a better solution)
Fixed settlement housing and food needs missing their completion conditions
Another attempt and cleaning up animation bool change callbacks
Fixed SuppliesConsideration and Condition not correctly getting the settlement.
GoToUnit action is a bit more lenient.
Added a method to disable navigation and warp to a position.
Going to smart objects now warps to the interaction position and leaving them unwarps.
Added missing return in GoToSmartObject.
Warping added to Navigation logs.
Fixed need defs editor not showing the fulfilment conditions
Fixed group needs not triggering
Added the missing return in GoToSmartObject from
16100
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls)
Renamed Behaviour to AIBehaviour to stop unity whining
Renamed Animation to UniAnimation, also due to whining
Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)
Cleaned up behaviour smartObject subscription management
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
Animation bool callback clear method cleanup
Remvoed bad return in ItemActikon.OnItemActionCallback
NRE fix in AIBehaviour.ClearSmartObjectSubscriptions
Tutorial screens can use triggers, will only display once
Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API
Removed Happiness stat
Fixed Effect editor not displaying stat manipulations foldout
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
Dont play unit audio in super sleep speed
Don't apply Effects to dead Units
Fixed ItemAction getting stuck when in bypass animation mode
Fixed various NREs related to people having a null group
EntityConsumeValue now has a bool to check if the target is consumable by humans.
All animal food AI now uses the basic ConsumeValue consideration.
Effects.CanApply returns false is the effect is not flagged as game valid
Fixed SuppliesCondition not working in Need fulfilment evaluation
Settlement levels can have conditions
Effects editor has refresh & create buttons
Settlement leavers create their own group, Unit.Group is no longer null
re-enabled testbox wolves