19,298 Commits over 1,614 Days - 0.50cph!
UnitInfoWidget cleanup, role text takes priority over desire/mood
Fixed DecisionMaker.FindBestGoalPlan not skipping over fallbacks
Fixed DepositToBuilding not ending properly
Fixed unit item events not firing when depositing to buildings
Goal no longer stores a seperate list of fallback goal plans, allows for changes to fallback plans at runtime
New smaller island for build, renamed and orgnaised a bunch of WIP scenes, moved current build island into WIP folders
Disabled all crunch compression via AssetPostprocessor
Disabled splash screen
Disabled graphics jobs
Removed old placeholder effect icons
Disabled crunch compression on some UI sprites
UnitAttachments.CanAttach rework/comments
Fixed Unit.Items.OnUnitDroppedItem being invoked before the item had been removed from the Item component's array
UI shit
blocked attachment points no longer directly use the Dictionary in the Data
Item bar callbacks actually do things
Items actually get destroyed by dispenser depletion when applicable
UI fixes
Unit item bar widget added
DispenserDesireWeight only writes to blackboard when an unlocked interaction is found
Fixed keep item desires not being removed when people drop stuff
Building goals use better desire condition
Fixed small hut building prefab having disabled view component
Conditions.HasPlayerDesire supports filters
Couple of extra bits of debug info for buildings
Desires.IsDesiredItem also filters by ItemDesireType.Find
Player controller UI blocking tweaks
Desires.ProvidesDesiredItem skips desires not matching ItemDesireType.Find
Added BaseSelectedUnitWidget, for UI widgets that hook into player selection events
Build and craft UI improvements
Initial implementation of AI unlocks
Asset loading is now handled by the Database rather than const fields.
moved stores from items to buildigns and renamed and moved building materials
Started on simple AI learning.
tool craft new sounds and audiobundle
Buildings spawned via debug tools have their view updated to appear completed