19,298 Commits over 1,614 Days - 0.50cph!
Better asset grouping in AssetMenu dropdowns
Goal plan desire creation
fixed some bug with gitching walk
don't destroy on load the debug tools object
Fixed ItemFilterSet.IsTool not actually doing anything
Unit.Items.IsHolding also checks whether the items blocks the hands (big items are attached to shoulders, chest points etc, but were not considered "held")
DropUndesiredItem works properly
Added IsTool condition
Desires.IsDesiredItem type param is nullable
Fixed VisualFX start/stop sounds looping
Rewrote IsDesiredEntity condition to use newer desires API
Deleted a few inverse stat considerations, replaced wrapper usage with invert flag of the regular consideration
Added BuildingCategory filtering to BehaviourChain params
Fixed human hair color not updating properly
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Safety in SensesComponentSystem.UnitCanPerceive
Fixed error in UnitPortraitManager when player has an animal selected in the editor
Fixed various issues with corpse creation, cleaning up related code.
Fixed people not knowing that others have died
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
Fixed NRE in DebugTools spawning
another building shader bug fix, this time to stop the next item appearing before its time
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
Fixed hints videos not playing when you page through the UI
Entity component data copy editor util
Buildign upgrade persistence now seems to work
Building upgrade persistence WIP
Various corpse data, editor util
BaseEntity persists parent references
Added IsActive checks to ConstructionState null checks
BuildingConstructionState.IsActive used instead of nulling to prevent animaton issues
Fixed Building.AddBuilder checking the wrong state...
Fixed NRE when adding an upgrade
Null construction state in ConstructionOnMinuteCallback when we're done eating
Fixed AI decision log not working after playmode changes
decay should now display visually
Fixed units not being destroyed on death when no corpse item template is defined
UnitGroupSupportsCollections NRE check
Building construction state cleanup
improvements to visual persistence of buildings
Large and small template carcass items
PlayerController saves selected entity