19,298 Commits over 1,614 Days - 0.50cph!
Humans changing age now recreate a new, age-appropriate view rather than just scaling up the child model
Added a new activity for when a baby grows up
Added a new activity for generic age changes eg. "PERSONNAME is now an Elder"
Added new {AGE} keyword (returns "child/adult/elder")
Added spawn_stranger console command
Better notification for the player's units being attacked by hostiles.
Fixed conversation topics being sorted inversely
Units can now specify random available clothing for their children
Fixed damage overlays named incorrectly on child views
Added "make_adult" command to turn a child into an adult
Conversations component holds list of conversation targets (other units) instead of looping through group members and all other perceived humans
Stranger's desire to join player tribe doesn't drain momentum
Removed TribeMemberAttacked activity
Strangers spawn with random gear
Let's not notify every time a unit enters combat.
Fixed bad desire selector warning
Higher tribe cohesion will now increase the chance that a stranger will approach and ask to join the tribe
KillSummary persistence.
Some null checking of KillSummary elements.
Activity system refactoring: removed all string comparisons, added cached enum conversion for asset defs
Baby gender is now determined and cached at birth rather than randomised when the baby grows into a child
Added new {BABY_GENDER} keyword to access the cached gender
Updated birth notification text so that it displays the gender of the baby, not the gender of the mother
Reproduction save/load stuff
Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
Reproduction debug panel
Fixed OnDay callback in Reproduction not getting hooked up when loading a game mid-pregnancy
Fixed notification text on birth
Can now complete a pregnancy with a console command "complete_pregnancy" or via the debug panel
Added a "make_pregnant" console command
New group coherence consideration
Added group coherence as a consideration on Breeding module
Fixed PregnancyInfo accessor not being assigned (now gets the info from data)
Filled in text templates for pregnancy notifications
CraftItemProcessSettings now has a list of valid items.
CraftableParameters no longer has a required building.
Fixed Blackboard not getting passed down to failed goals and causing NREs in activity descriptions.
Fixed NRE when adding a new failure activity generator.
Nixed async shit
Removed GridPositions struct, functionality moved to BaseEntity
Update entity grid positional data on a separate thread via Task
Fixed various time/physics tickrate issues at extremely higher timescale (waiting for morning etc)
Added waiting UI overlay when skipping to morning
Made sure all view prefabs have highlighter and biome object components, updated utility to add these to all newly created view prefabs
Fixed PersistedCraftItemProcess persistence
Fixed skip to morning getting stuck at 100 timescale...
Timer ex, tests
Crafting stations are now a Machine with a MachineProcess.
Separate AI Goal for crafting at building.
Fixed potential bad handling of writing components to Blackboard.
Reduced max dispensed items for all trees and the quarry
exposed MaxAutoDispensedItems in dispenser editor
crafting table has slot transforms
Fixed node graph editors eating events when they shouldn't (fixes sidebar scroll)
Fixed auto dispense being insane
All trees auto dispense and replenish sticks
Quarrys auto dispense small rocks
item vertex colours blackness