19,298 Commits over 1,614 Days - 0.50cph!
Wearable and Weapon to ItemComponents
MachineProcess start/stop cleanup
Camera set to follow mode by default
Bunch of refactoring to deal with entity visibility (fog of war prep)
Switched a few resource and item gathering related find targets to use pathfinding based distance considerations
Fixed contextual hints showing in editor when not behaving as standalone
Hints UI stuff only shows in editor if we're flagged as BehaveAsStandalone
Fixed UnitIsBeingAttackedCondition not overriding all required methods to be used as a break condition for goal plans
Island1 spawn tweaks, added wolves.
Fixed NRE in UnitSpawner when assigning a pre-exiting building view as the base
Fixed error in TimeRangeParametersDrawer
Removed most foods from procedural spawns, added hand placed spawns to island01
Added new considerations to building AI module goal plans, people will now prioritise buildings that are nearer completion,or require fewer resources
Target filters can now filter for interaction plans on the target entity, fixes a lot of cases where the AI would repeatedly fail to find a valid target for a given behaviour (gathering especially)
Target filter editor improvements for the above ^
Desires.ClearPlayterCreatedDesires supports a list of exempt desire types
PlayerController.ExecuteBuildingCommand doesnt clear existing Building or BuildingAction
Added BuildingConstructionStateConsideration
Fixed portraits not working after game restart
Minor ActionChain cleanup
Couple of rare NRE catches
Time range compile fix, hints text tweaks
Fixed issue with translation of time range values
Fixed Items.RemoveItem NRE
Quality settings ultra default
More icons in effects list pool
Hopefully fixing some shit with effects listing
Fixed corpses having their own view cached as embedded projectile on init
Meat scales, less meat from deer
Protected the Animator setter in EntityView.
made meat mushrooms and berries nutritious
UnitView and BuildingView was hiding base EntityView Animator property without that being necessary (made Unity throw like 50 serialization errors on compile).
Merged in Time Range refactor
Time Range Score now takes current hour and current minute, for a smoother score over time.
Unit test of Time Range and fixes for the stuff it unveiled.
Added an EvaluateSimple function to ResponseCurve API, which only evaluates using the simplest form possible of the curve type specified (only support linear functions and normal distribution right now). Doesn't allow the tweaking of slope, exponential, and hor/vert shifts.
PlayerProgressionWidget shows AI unlocks, audio support
Added contextual hints, pull hints text from files
Current Time should only add a day if it's hour is less than the start time hour, and the end time day is greater than the start time day.
Removed PeakTime from Score and TimeRangeParams. PeakHour is still used, but only by editor.
Moved time range functionality over to using DateTime/TimeSpan.
Fixed a bug that would cause effects to be returned to their parent entities pool before executing their exit action chain
made turtle not fall though the floor when dropped, but will break next time view is remade
Fixed Effects never ticking removal action chains