19,298 Commits over 1,614 Days - 0.50cph!
BehaviourChain elements can now be conveniently collapsed in the AI Designer
Cook Corpse process now use DateTime rather than accumulating minutes for determining the cooking progress of attached corpse, this way we can time-jump and all kinds of nifty cheats/hacks.
Skinning animation loop time import fix again
Making an Improved Spear should also require a Big Stick, rather than a tiny stick.
Added new Goal and Plan to Human Food AI Module. Prepare for Cooking/Light Fire for Cooking should cause people to prepare a fire when there are uncooked corcasses lying around
Removed all multi-select functionality from the PlayerController
Removed deprecated mode from MachineCanProcessItemSettings... :-P
Implemented the TargetMachineCarriedItems mode in MachineCanProcessItemSettings, just in case, but a deprecation error on the mode is still in there to warn usage, since we would probably prefer to use a BB approach.
Unimplemented mode in MachineCanProcessItemSettings, so set up a debug error hook, just in case.
Spears should be crafted from Big Stick.
Put Corpse on Fire should be an Interaction executable for the player.
Apparently I modified the bleeding effect
Fixed potential NRE in GridManager.UpdateEntity
UI sprite import settings, menu UI tweaks
Removed BaseEntity.Transform and replaced all usage with BaseEntity.View.transform
Graphics options cleanup, menu UI fiddling
Swapped anti aliasing for the other version from cinematic effects, which has no artifcating and less jitter? ;|
ResourceSpawner allows spawning things without view prefabs (grazing areas)
Player camera component order
Fixed Effects created by Dispensers not being correctly added to the Unit interacting with the Dispenser, but instead being added to the Dispenser's parent entity.
Island 4 noodling
Ignoring some local third party
Fied potential NRE in Effect where Entity.Stats was null
ECS tick back into main update loop in EntityManager, not LateUpdate
Temporal AA tweaks
Disabled MotionBlur
Fixed bad import settings on human_anim_skinning
Fixed Senes not book keeping perception data properly
Fixed NRE KnowledgeOverlayWidget
Fixed NRE in DebugTools Relationships display
Fixed SceneSaveHook being stupid
Loading game from the main scene in editor will always load testbox as the primary Zone, standalone build pulls from the game_scenes config list, which is once again auto-updated to include all scenes in Scenes/Build Island via SceneSaveHook
Breeding instigation AI tweaks, no longer limited to group members (animals of distinct groups can breed with each other)
ActionSettings.TickImplementation now abstract
Added missing key switch (UnitCollection) in BehaviourChain.GetBlackboardEntityTarget, which would prevent elements reading from the key in UnitDecisionMaker
Senses uses Dictionaries of perception data rather than FixedArray
More post tweaks, GraphicsOption cleanup
Motion blur disabled in freeze speed
Unity cinematic effects, temporal AA replaces SMAA because fuck it Petur needs a smooth bowstring 5/7 GOTY 2034
Knowledge overlay position dickery
Cleaning up Item.Holder usage, added Item.IsContained and .HoldingContainer
Cleaned up MachineProcess.AddInput, removing a bunch of useless arguments that are now exposed to MachineProcessSettings data
Removed all "held interaction" data from ItemSettings et al, updated data validation to ensure items have the correct baseline interaction in accordance with other data
Fixed a bug causing items deposited to a building that is still under constructed have their interactions shown in the radial menu when interacting with the building
Fixed radial menu not animating properly or closing when clicked when the gamespeed is paused
Added Condition evaluation to the "Hand" menu in UnitCommandsWidget
Added BehaviourPlan.ToString override
Fixed missing MainCamera script on Player/Camera prefab
Reimported fresh ScionPP
More overlay UI tweaks, filtering out worn/held items, increased label pool size
Senses.IsPerceivable now rejects entities that are not flagged as interactable, or do not have a SmartObject component
Fixed shitty handling of attached projectiles in Corpse
Nuked shitty hack for SmartObject interaction availability when parent Item entity gets dropped or picked up, design better data instead
Added UnitView.Body fallback (spine)
Add Knowledge Overlay UI (hold V)
Added UnitMovementMode icon display to UnitInfoWidget
Added UI masked icon shader
Added TraitSettingsWrapper + drawer and editor support
Fixed some Unit selection and UI sounds overlapping, playing when they should not
Fixed a bug that allowed hover and select commands to pass through the UI (specifically radial menu)
Animal attack animations now have the attack state
Building placement shows forward vector arrow guide
Updating third parties
Fixed cached building desire being left over
Building commands now also cause player desire reset
Fixed hostility comparison
Rabbits and wolves in testbox
Data tweaks
Combat now also causes the sleep interrupt effect
Sleep interruption from noise actually works now
Added Instrument ItemType