19,298 Commits over 1,614 Days - 0.50cph!
Nuked a couple of un-used interactions, made some interactions AI only
fixed Item IsHolding checks
EntityValueForBuilding fails if the target's SmartObject component is disabled
SmartObject.CanSubscribe returns false if the smartobject is disabled
Removed SmartObjectComponentSystem
updating some world models to work better with collision
Added an Animator extension class with new backup and restore parameters capability
Fixes animator losing all of it's states when a rebind occurs (clothing change, game load)
Fixes holding animations getting disabled when changing clothing
Craft and build commands now disable the player's command cooldown and force a decision maker tick, usually forcing the unit to take action immediately
Trying out some ways to make crafting and building feel more responsive
Fixed wood log right shoulder attachment point saved on wrong side of body
Agent will now run secondary behaviour modules while the player is controlling an agent - need secondary modules for things like item equipping during player commands (potentially fixes bug 921)
Primary modules are still suppressed during a player command
Most of the data structure for the new unlock system
Fixed busted command generation when holding containers
Game Modes now define the starting pool for crafting and building. This will probably be replaced with an asset-based unlock system soon though!
Item spawners can now spawn a selection of items.
GameMode can now lock or unlock things at game start
null check in Attachable-based properties of Item
removed eyebrows for now and fixed human HIT box positition
material clothing for humans clothes
updated meta stats for animals with it allready setup
improved bear meat normals
EntityViewUtility will now size the default box collider it puts on an item when no other colliders are present, the collider will be sized to encapsulate all meshes on the item
Added colliders to any clothing items that had no colliders
Resized existing 1,1,1 colliders on items
Added container item recursion for depositing items from containers to buildings and stockpiles
Decreased Navmesh tile size from 256 to 224 (-32) on island_01, trying to fix weird navmesh generation on some steeper hills (bug 927)
Changed some icons for hunting parties
Fixed being able to gift items to own tribe
Fixed Rally Group command never ending, which would break AI until a player command took over (bug 924)
Manually call OnAnimatorStateTagChangedCallback when loading a random animation package if we're already in idle state (fixes no conversation anim bug)
Commented out HasDispensable DSE eval as improper DecisionContext causes a bunch of issues (shortsighted impl, will look at performant alternative)
Ignitable component boilerplate
exhausted anims inmprovement
hand axe attachment point data
fixed weird beard skinning
raised deer spawner so they dont spawn underground
Loading a game that has broken data will now load the menu, rather than quitting the game
Trees now attempt to find a click collider and turn it off when felled (fixed erratic tree felling on new tree with expanded click collider)
Fixed the ResolutionHack in GameManager setting resolution to screen resolution when playing windowed (was ignoring launcher settings)
Appended group name to the mouse over description if a tribe has been interacted with
Fixed being able to upgrade or addon to foreign buildings
Stopped introductions being used on non-humans
Fixed building near other tribe activity event (wasn't saved yesterday for some reason)
UI tweaks, tribe names/colors etc
HasDispensable evaluates interaction plan conditions