19,298 Commits over 1,614 Days - 0.50cph!
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls)
Renamed Behaviour to AIBehaviour to stop unity whining
Renamed Animation to UniAnimation, also due to whining
Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
Added the missing return in GoToSmartObject from
16100
Fixed need defs editor not showing the fulfilment conditions
Fixed group needs not triggering
Added missing return in GoToSmartObject.
Warping added to Navigation logs.
Added a method to disable navigation and warp to a position.
Going to smart objects now warps to the interaction position and leaving them unwarps.
Fixed SuppliesConsideration and Condition not correctly getting the settlement.
GoToUnit action is a bit more lenient.
Fixed settlement housing and food needs missing their completion conditions
Another attempt and cleaning up animation bool change callbacks
Item.PickUp no longer adds the item to the unit's group (pending issues that this make unearth, but we need a better solution)
Animation component tick/bool change callback runs every frame to avoid potential lingering fuckery
Fixed NRE when CookCookable process finished
Settlement leader keyword name fix, include claiming group in activity data
Settlement levels, activity, keywords, enum gen
added despawn point on nospawns
Reworked group joining/leaving AI
Combat testbox settlement assignment
TribeSpawner adds buildings to settlement
Fixed various issues caused by people leaving the tribe
Deactivate unit detail view if they get destroyed
Fixed NRE in HumanPortraits.Update when someone leaves the tribe
Various hunting AI scoring improvements
Re-enabled Human/Cook/CookCorpse/FindAndPutCorpseOnFire goal plan
Fixed NRE when someone leaves the tribe
ItemAction.OnItemActionCallback is static, no longer does stupid check for settings equality
Added LeaveGroup goal to the Human-GroupActions module, which is now installed by default and no longer managed by the GroupMember component. People will now leave the tribe using this AI module, and go find another group to join if possible.
Added various group and settlement related conditions/actions.
Crafting failure activity uses goal failure activity generators again, does some special case stuff for tooltip text
Fixed potential NRE in AIAction.Break (check state, shouldnt happen so I added a warning)
Strangers will no longer sit around the fire after leaving
Role assignment activity no longer pops notifications
CanFindBuildingForTarget now uses group entities instead of knowledge
Added checks for components to BuildingFilterSet.
IsStockpile condition now checks for the component rather than the category.
Selecting carried items for a container will now skip clothes unless we registered them to the container.
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
fixed cliff around the quarry on testbox
Removed knock-out effect from hammer & rock weapon data
Removed packages we dont use
Fixed settlement info UI showing bad value text
SensesSystem init in bootstrap
Fixed senses not working after starting a new session (oops)
Fixed NRE in tribe creation when starting a new game after quitting a loaded save
Quicksave overlay
Added BudgetYield utility for iterating over collections and calling some function within an ms budget
Fixed load game button tweens targeting wrong objects
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs.
Same as above for Stonecutter.
Added a quarry to testbox.
Settlement radius/extension preview visualisation
Cannot place buildings outside of settlement radius
Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
Settlement claim functionality, AI action
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state