19,298 Commits over 1,614 Days - 0.50cph!
ConsiderationSettings.BlackboardReadKeys no longer abstract
Progression widget text fixes
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
update tree to not fall though floor
Fixed bad editor tags in WhatsNewWidget
Fixed TutorialSettings.OnValidate lacking if UNITY_EDITOR
only set tree meshes to no vertex animation after they have been cut down to let stump bend in the wind but not after been cut down
Can now display a unit's threat map as an overlay via the Morale component debug panel
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
New gathering for fire AI WIP (DM disabled for now).
Value For MachineProcess is now a mode of EntityValueConsideration.
Removed confidence from decision scoring
DecisionMaker and DecisionContext now reference an IUnit rather than an IEntity that we cast as IUnit everywhere.
Progression widget now modal
Fixed construction parameters on building materials not being set properly on load
Added a Go Home ability to units - if they are outside of their territory you can command them to head back to their territory
Applied Unit Controller load fix from last week to a Groups entities to fix buildings getting marked as not player controlled on load (buildings in players group but not player controlled was messing stuff up)
Added a missing ProtoInclude for PersistedGameEventManagerData
Diplomacy component now keeps track of when the last gift was given to another group, and won't give another gift until 24h later
made a start on a basic game event system.
for now game events can be set up with triggers in game modes.
PlayerProgressionWidget fixes
Various activity related cleanup
Updates post processing stack
Knowledge tab shows all tutorial screens, tracks "unread" content
fixed error in Tutorials Widget if there is no active tutorial
Lost And Found protoinclude.
Fixed error when loading Estranged groups.
GroupProgression persistence
Knowledge tab boilerplate
TabbedWindowsEditor fuckerage
Data driving UI hint balls, removed old hints widget (use fullscreen tutorial modal in future)
Added description text to tutorial modal screen, above panels
Added building mechanic tutorial screen
Fixed empty whats new panels showing on startup
tutorial sub task parameters validation.
let's have clear weather during most of the first day of the tutorial.
Removed HX volumetric stuff from camera prefab
Whats new UI widget fuckery
Desires & effects widgets rebuild layouts when contents change (hack)
Fixed menu dropdown overlapping tutorial widget
Fixed Feed Item to Unit ability appearing when holding food and targeting a human from another tribe
Fixed units wanting to drop items in other tribes stockpiles
Added some checks so Units can recover if they attempt to give a gift and something has happened to the item
Wrapped some errors caused by units attempting to calculate paths while their navmeshagents were disabled (this could be a bigger issue, why are they trying to find paths while sleeping?)
Made meat a giftable item
Fixed loaded wearables getting added to Unit Item list twice
Fixed being able to gift items to animals
Fixed changing gender on tribe create screen would break skinning on clothing
Fixed skeleton mesh getting enabled while loading even if the corpse wasn't skinned