19,298 Commits over 1,614 Days - 0.50cph!
ResourceView sets parent gameObject.isStatic
DecisionMaker pre-allocates Decisions array
SmartObject no longer creates a trigger primitive for Senses, since we use the grid now
Human module weight tweaks
GoalSettings, GoalPlanSettings, BehaviourChainSelectorSettings GetUsageAssets
GetUsageAssets for a buch of types
Renamed IsHeldItem condition to ItemHasHolder, now checks for Item.Holder and Item.HoldingContainer
Interaction.ConsumeFromDispenser checks whether the parent entity is held, if applicable
DataAsset usage count now tracks assets, usages button opens a popup window with a list of each usage (needs updating/adding to more types)
Container/Item refactoring and cleanup
More CookCorpse and machine process fiddling
Cleaning up Machine process flow a bit
MachineProcesses shouldnt be serialable either
Added Container.OnItemRemoved event
Minor TimeManager.DateTime getter optimisation
Removing System.Serializable from some classes that shouldn't have it
Nuked some old unused types
Removed GoalPlan.Flee(Human)
Added AIModuleSettings data validation
fixed wrong trigger that made them play the wrong attack anim
Improved entity description string generation, passing a StringBuiler through each component
Corpses now show their state in tooltip descriptions
Rename AIModuleGoal/GoalPlanParameters
Fixed missing Selector in GoalPlan.CreateBreedingSocial
Deleted old AI database asset
Migrated Goals, Goal Plans and BehaviourChain selectors to DataAssets
Moved WaitForCollaboratorSyncSettings Tick impl to SimTick
Unit.Audio avoids checking datetime every frame (PooledAudioSource.Play takes an optional callback instead)
Testbox in build settings
Fixed some editor only crap breaking builds
Let's not unload the tribe create scene, just hide it because apparently unloading it made everything angry
ActivityManager NRE catch
Skills should have their initial level set during creation (no more Unskilled spam)
UI : Added back in/out animations to activity noficiation elements
UI : Added some preset animation boilerplate in UnitEffectIcon, effect severity defines which animation we use for now
EFfectgs : Effects can specify a Severity type in data
UI : Activity Notifications Widget uses Effect icon + color when available
Machine process editor displays asset menu, not just label. Add process button works again.
Lowered the orange hue variation on speedtrees
StatManipulation percentage of enum/readability. Touched lots of effets data.
Made Garlic and Yams consumable. Garlic makes you smell. A lot.
200kb worth of flying heart files in case bill ever becomes gamey.
Deleted old biomedata and cloned a new one.