19,298 Commits over 1,614 Days - 0.50cph!
Increased base GPV momentum to 2.
Added AI for general stockpiling of items.
Fixed CraftItemProcess Progress.
Fixed NRE in ItemSettingsEditor
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
Cohesion to component WIP
Fixed humans not animating
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
Fixed portraits not getting rendered after unit creation
Misc UI bits
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything)
Can no longer unequip babies
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)
Notifications no longer expire while skipping to morning, fixes notifications appearing and expiring without the player seeing them
Fixed unselected indicators not being properly reset between sessions
Fixed multi-selection not working
Fade out unselected indicators
Desire clenaup (fixed missing filters in some classes), added GeneralDesire type
Added Building.Ownership component
Added Human+Shelter partial
Added UnitRank condition
Added UnitIsBuildingOwner condition
Added indicators for all units all the time
Version++
PlayerProgressionWidget now goes into modal state
Building placement doesn't resume when in modal state
Stone stockpile unlocks Stonecutter
Player can select non-unit entities, added entity info UI panel
Human overrides .SetView and requests a portrait update, removed
updated some text in basic tutorial
Fixed GPV scores not being correctly passed down from interaction desires.
Momentum drain is now passed down from interaction desires.
Additional info in agent behaviour debug.
WIP UI rework to deal with tribe ranks
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load)
Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably
Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
Fixed exception in GroupHierarchy when loading a game
Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game
Lowered grass requirements for turf roofs
Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons)
Fixed collaboration OnStateChanged event not getting hooked up when loading a game
Can now remove a collaboration from the debug panel
Changed some baby settings:
Gestation period: now 1 (was 4)
Baby Days: now 2 (was 8)
Young Days: now 2 (was 15)
New Time Since last birth consideration
Tweaked Breed goal scores to ensure it can actually occur
Made pregnancy notification medium severity so it has to be dismissed
PlayerTribe.SpawnStranger no longer NREs when there are no spawn points in the zone
Improved projectile leading calculation.
Re-added pity timer for projectile accuracy.
Thrown weapons should no longer unfulfill Possessions desires.
Possessions tidy up.
ProtoInclude PersistedGroupHierarchyData
Show group rank in debug view
Entity component refactor to prevent initializing twice
Added GroupHeirarchy boilerplate
SkillVerb now returns the name of the skill if it doesn't have a verb
Misc cleanup, UI
Fixed timestep defaults to 0.05
Pause the game when someone wants to join the tribe
SetDestination can ignore perception.
DSE should now skip considerations if all groups are empty.
Added stranger spawn to nospawns.
Fixed incorrect crafting failure notifications
Tribe tracker now requests a new portrait if a unit's view gets set