19,298 Commits over 1,614 Days - 0.50cph!
Fixed bad richtext formatting in UnitInfoWidget
ConsumeFromDispenser(Human) DSE condition tweaks (cannot be contained)
Don't show skill strings until Novice or above
Spawn tweaks, more rocks.
Hacky fix for potential zone spawn conflicts with tribe create
Skill tweaks
Re-ordered consume action chains a bit
Hat prefab change
PlayerController default entity interaction evaluation should now work properly and behave consitently with the evaluation used for radial menu interactions
Another tweak to the same method
DecisionScoreEvaluatorsUtility.EvaluateConditions fixed early break when hiding from UI on conditions fail
You can pick up decayed corses again
Added modes pattern to ItemHasHolderSettings condtion
Fixed Hat female wearable view not being flagged properly
Lots of skill usage/unlock tweaks
tweaks to approaching combat targets
Merged tutorial back into one single massive list of chores because it's probably more compelling for a test build
Fixed missing LOS layers data for all Units
UI selectable sounds dont play when the selectable element is inactive or flagged as not interactable
Tribe Creation scene/root now set inactive during spawns to avoid any potential issues
PlayerPrefs get nuked if they dont contain the new version key
Fixed GPV fallbacks, adding DecisionMaker.FindBestGoalPlanFallback and making some ugly code
Interaction positions for sleeping on CampfireSpit
Some entity debug logging fuckery
Improvements to the crafting/building modal
Item commands button doesnt show unless there are commands available
Fixed TargetFilterSettings DSE params not being flagged as having access to a target through their DecisionContext
PauseBlurEffect also reduces gamma and gain via colorgrading/tonemapper
Added CorpseCondition.IsCooked
Human/Food/Cooking/Take Cooked Corpse from From now works, also added Drop Cooked Corpse goal plan
Sleep related tweaks.
Campfire with spit now has sitting and sleeping innteractions.
Time debug now shows both times
Decision's constructor really doesn't need to call Clear
Added updated controls display to MenuUI
Fixed tribe tracker UI widget causing some elements to flash in the middle of the screen on init
Audiko mixer tweaks
Player time controls only work in GameState.Game
TribeCreate UI sounds
Nuked old GoTo interaction
Updated hand axe knife
Held corpses can no longer be skinned
Fixed StackOverflow TribeTrackerWidget when the player tribe is empty (rare because it's only empty in special test scenes)
Work started on Take Cooked Corpse From Fire, but it's not 100% there yet. (Score for DM is ticked off for now on the Goal Plan).
TakeFromDispenserSettings ConsumeOneItem mode bypasses Item dispenser by simply applying consumtion effects directly, when the Unit has no Items component
Breeding is now properly limited to people of opposite sex, appropriate ages and of the same species. Imagine that.
Inspecting leather hides will now unlock craftable hat.
campfire with spit in starting pool
Removed coffee bushes from spawns, removed a tortoise spawn from island1, and some rabbits
GoalPlan.EatFromResource now works for Items too
UDM layout/formatting tweak
ProcEffectParamatersDraw.GetPropertyHeight fix
foreach removal in Player.Update/LateUpdate
CalculateConfidenceScore profiler hooks + some editor tweeaks
sleep time consideration should actually work now
Goal.WakeUp and Goal.Sleep both use new UnitSleepTime Consideration
ConsiderationSettings.Response is now virtual, has access to DecisionContext and Blackboard
Added UnitSleepTimeConsideration which is basically TODConsideration but pulling the inputs from the UnitSettings.Physiology data
Addded TimeRangeParameters, TimeRangeUtility and editor drawer
More labels and a bunch of assets validated with old fields removed etc
cringey female placeholder chatting added