19,298 Commits over 1,614 Days - 0.50cph!
Socials now cache the last accepted and declined invitations.
Social Stat Manipulator Value Simulators now access the Socials component of the effect's unit rather than the gpv, and access the new cached information about invitations to get to sender and recipient.
The Social Stat Manipulator Value Simulators now always look at things from the perspective of the invitation sender, not the receiver responding.
Socials now have special Effect fields under Roles for when an invitation is accepted or declined.
Social Invitation Selector wrote Received to Sent in blackboard, and Sent to Received. Fixed.
AcceptInvitation tried to remove the invitation twice when Unit was participant of the invitation (not a bug, just unnecessary to remove twice).
Removed deprecated TODO comment
DeclineInvitation set Invitation status flag to Accepted, when it should be Declined.
The abilities to accept or decline social invitations now fire off actions that adds social accept/decline effects (that adjusts mood), which takes into consideration how much the accepted/declined person loved the other one.
Will rewrite this to use a more specialized approach for Socials in particular, but the AddEffect approach remains something we can use for other cases.
Wrote two stat manipulator value simulators and based two effects on those.
Stat.RemoveManipulator checks if the manipulator being removed is the ActiveCapManpiluator and nulls it if so
Radial menu now shows valid targetted Abilities for all Entities
Inspectable unlocks can trigger Trait discovery
Added Inspectable unlocks EntityComponent and related Conditions
Added EntityType Condition
Entity Inspection boilerplate/wip
Changed a few comment headers ;x
Fixed bad morph, added null check in EffectSettings.GetMorph
Desire Expired effect disabled
Initial implementation of momentum simulators for desires. (should help tidy up desires related to constructing buildings)
GameState consistency when loading scenes in the editor, for make benefit of Great Tutorial.
People now drop any un-used items when crafting because why not (temp hack)
Fixed bad light culling layers causing issues in standalone builds
Fixed bad Building description text
Fixed missing return in CraftItemSettings callback
Building completion sound hookup
RangedState.OnCurrentValueChanged is now invoked when the Stat's cap value changes during UpdateManipulators
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied
Relationships.OnOtherUnitDied TODOs re thresholds and event perception
StatManipulatorParametersDrawer tweaks
Fixed a bunch of bad effects stat minip data
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
StatManipulatorValueSimulators dummy class
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now.
When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API
Small sticks can be stacked and carried in bundles of 4
UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop)
Right clicking on a selected unit no longer shows a radial menu for carried item interactions
Renamed ToolType FishingRod to FishingSpear
place_building sfx levels
Considerations for Ally, Rival, Friend, Foe, Love and Hate.
Make pregnancy and baby age use DateTime and tick more often than OnDay.
Removed some debug state behaviours
Restored missing attack state behaviours
Moved project trajectory calc a bit so it's easier to debug when things go wrong
Compile fix
Projectiles use fixedDeltaTime
Combat debug when calculated projectile velocity is nan
Debug logging in ItemActions
Removed some missing components from TOD prefab
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
HumanController.Combat attack state transition consistency
Animation debug logs for debug selected units
Fixed NRE related to tooltips
GPV slot debug doesnt require decision logging to be enabled
Foldable combat ability drawer
Added a Dummy spawn to testbox
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup
Added IUIElement interface, for parent UIScreen assignment during UIScreen init
Tooltip is no longer global widget, each UI screen now has
Fixed potential NRE in WeatherWidget.UpdateText
Disabling scene save hook that updates list of valid game scenes
Testbox is default game scene for now
Rebaked Navmehses for testbox to match game scenes
Debug overlay fixes