19,298 Commits over 1,614 Days - 0.50cph!
Increased Unit.Navigation's min sample radius
Removed UnitStationaryState behaviour from human animator/interactions sub-state machine root node
fixed NRE in IsRequiredToCraftBlackboardItem
Dropping corpses now correctly sets animation to isBeingRoasted
actually fixed animation logging
Fixed Emotes.ChangeClip fucking with Animation's stationary state property (cache, reset after rebinding and forcing animator update)
Animation state backup no longer allocations, Unit/Animations stores a backup instance that we re-use
FuelToEffect defines a min fuel required to start
Animation logs now use Debug bool instead of IsSelected
Target Filtering should add the desired target to the list of candidates first
Deposit All to stockpile on radial instead of individual items
Fixed nav sample not being called
Added DesiredTarget property to Agent.
Stockpiling AI now gathers all items for stockpile before depositing.
Navigation.IsValidDestination sample radius clamps, uses sensible min value (either 1f or agent radius * 2, whichever is bigger)
Moved fire making behaviours into new Human-FireMaking module that is on the work DM
IsBusy condition no longer tests for the warmth module (checks for FireMaking instead)
Primary slot Emote behaviour now gated by resting and sheltered flags (must be false, to prevent people randomly standing up to emote when doing something else)
Added secondary slot additive idle & social module for Humans (for emotes, and conversations etc once they support secondary slot)
Prevent popupEditor create button press when asset name is null
Unit info widget inspect button, layout improvements
Deposit All interaction for Buildings
Added Vital bars to UnitInfoWidget
Interactions can now apply an Effect to the Unit while they are subscribed
Ported default interaction selection code to InteractionSelector attrib/drawer
AssetMenuDrawer has toggle button to expose a normal object field
All shelter type buildings have shelter effect on sleep and sit interactions
add all fuel is now positional
Require free hands to light fire
Implemented deposit all to fire
Work on deposit all actions (not finished yet, so probably don't use them)
fixed NRE when removing Effects with exit actions
more fixes and attempting to avoid Effects NRE.
Item gathering for crafting should now account for items held in crafting station and in unit items.
Fixed some editor only stuff not being tagged as such.
more SetDestination early exit fuckery
SetDestination fudge to make units arrive at destination if they are close enough to the interaction position
ActionChain.Tick no longer calls Complete or Break in the same frame as the initial Run impl
Nav cleanup
Fixed TimeManager reset not resetting current game speed
Simplified Crafting component loading because PostLoad doesn't actually do what I thought
Block TimeManager.Pause during skip to morning
Fixed AnimatorParameterHolderEx.Set returning when the components parent Unit's view was culled
Reduced action chain log spam
untested craft item persistence stuff
Fixed Unit.Navgation+Callbacks.OnPrimaryBehaviourEnded not listening to AgentBehaviourSlot.OnCompleted (was only listening to OnBreak)
Navigation.States.Pending now two states, NavigationPending, MovementPending
Navigation behaviour callback improvements
Got rid of force state argument
Fixed Navigation not calling SetState for all assignment
Navigation FSM enter/exit
Fixed Navigation.TickStateMachine not ticking state when new forced state was passed in