19,298 Commits over 1,614 Days - 0.50cph!
Zero pooled audio sources when returning
Unit gizmos tweaks
Don't null check InteractionPlan in SmartObject.Unsubscribe
Faulty subscription check isnt trash
BehaviourChain reset safety
Machine process no longer supports destruction on deposit, we need to keep items around until the process is complete
Interaction positions have unique names
InteractionPosition.SetState log
Added error when we try to unsubscribe too many times
Debug tool that tries to detect when a smartobject has faulty subscriptions dangling.
DecisionMakerScoreGoalPlans skips plans that match the currently active GPV for the target slot
atmospheric music now shouldn't play the same clip twice in a row
made sleeping harder to get knocked out of
Meager start to stockpiles
Improved logging of failure to subscribe to interactions in AI debugger
Removed SmartObject.HasValidInteraction, replaced usage with CanSubscribe since it was essentially the same
Show winning goal plan variant in debug.
Since scores clamp to 1 (forces normalized values), the value of input items for fuel to machine process needed to be altered a bit.
Let the duration of input item on Fuel to Effect have an impact on the value the item has for the machine process. This should make us value proper firewood over a stick.
Added WoodLogSmall and WoodLogFirewood to Input Items on Burn Fuel machine process.
Hopefully people should now only walk out of interaction positions if there is a demand for them.
hooked up switch anims and stopped them playing multiple times
added a condition so people don't needlessly process items for building
Building no longer implements IContainer, other various container related cleanup
triggerSwitchL and triggerSwitchR for new attachment points
wood logs is made of wood logs small which is made of wood logs firewood
Merge from container refactor
rotated spit rotated the correct way for animal attachments
Merge from main
Added ItemContainer field to ItemSettings
Fixed ItemContainerParameters missing Serializable
VicinityEffectTrigger as MonoBehaviour, added gizmos
right handed item pickup variations