19,298 Commits over 1,614 Days - 0.50cph!
Cleaned up desire removal, added Desires.ClearAllDesires
Hints widget will automatically show on first run (and in editor every time for now sorry)
ActionChain cleanup
Let the length of a time range respect the 24 hour clock (eg. if the range is from 23 to 7, let's not get -16, but 8 instead.
Fixed some issues with animal idle AI
angle hack now goes to 0 to give long range shots a chance of hitting
hacked projectiles to work
Let's not try to peek into an empty queue.
Better collider creation/processing in EntityViewUtility
Remade animal hide item view
Fixed divide by 0 in TakeFromDispenser action
Improved filtering displaying in GoalPlanSettingsEditor
Removed unused ItemStates enum
Items carried animator bool
Tooltip alignment, radial menu polish
Behaviour widget cleanup
assets and controller for rolled up animal hide
made mouth layer override instead of additive to try and fix the weird giant smile bug that happens sometimes
you can now radial knowledge overlay labels
Various UI stuff
Fixed emotes not working
player controller raycast now sphere checks interactable entities all the time
Stopped defaulting player_command to false in TryPickupItem, since Keep Desire so rely on that now.
Fixed NREs in UnitView and Combat caused by death and view transferal (hacks)
Minor PlayerController fiddling
ItemActionSettings called TryPickupItem without setting player_command flag.
Fixed random conversation anims not working
Added SetDestination.ClosestPointToUnit mode, using ClosestPointOnBounds
All collaboration related abiltiues use new ClosestPointToUnit navigation, requests also move to the target first to avoid people waiting around so much
Merged Collaboration break bug to main
removed raw meat skin interactions and setup correct number of meat chunks on croc
Added BeforeItem shader with tinting, used by Consumable for cooked/rotten coloring
Remade a bunch of item views
TakeFromDispenser dispense over time mode
Some shit special to finding the breeding-related animation bug.
turtle update and removed the animal name from the animal interactions (they were all wrong so croc would say "skin bear")
Building upgrades can be flagged as enabled (or not)
Spawner fuckeries
fixed some issues related to desire pooling
People now seem to drop unwanted items
initial implementation of item keeping desire checking whether it's needed
Fixed bad condition in Interaction.Wear
Clean up asset menu and asset list labels
Fixed bad interactions on deer corpse
Added CanWear,Item ItemIsWorn Conditions
AssetList grouping to be consistent with AssetMenu
Fixed Butcher interaction
Deleted cooked meat item
Data for some consumables, corpses
AssetMenu fixes for grouping and null choice
AI modules categories data
Item can override PhysicalParameters from data (corpses)
BaseEntity can override description and icon from data