19,298 Commits over 1,614 Days - 0.50cph!
aparently some stuff I didn't commit
Fixed item removal event not being called when removing from container.
Fixed depositing calling remove after dropping the item and thus not properly handling item removal.
Fixed IsCarryingRegisteredBuildingItem handling of contained items.
Interaction module no longer counts as "Is Busy".
Fixed radial options not being updated when selecting a different unit
moved construction back to high priority but added condition of not carrying an item for the building
Construct current building lower priority than gathering to avoid people dropping excess building materials around the building site
Misc smartobject debug cleanup
Instant build cheat now works on building upgrades too
Various post/weather/fx tweaks
Gathering items for combat is now its own module
Island 01 and 02 cleanup, 02 bounds & rebake
Fixed roles widget not always being activated when it should
Roles widget hides itself until there are any roles unlocked
Implicit conversion of StatTypDefinition, cache enum values on warmup
Unset debug on some modules
AI data viewer exposes enabled & debug toggles, buttons to toggle all modules debug values
deleted a couple of unused modules
Various AI data viewer improvements
AIDataViewer can filter by a specific unit, not slow as fuck
removed a bunch of unused failure crap from AI
Added AI Data Viewer tool which displays all AI modules grouped by the decisionMaker they are assigned to
Stopped culling some stuff in UnitView Update/LateUpdate
Fixed game config editor window label width not changing
Removed senses callback setup in Unit.Relationships
Relationships system sense's threat change callback is gated by a threshold on the threat delta
Relationships component uses pooling, reduced GC allocs
Stat lookup uses generated enums instead of strings
More UnitView culling stuff
Replaced dictionary system for animation state callbacks in unit.Animation with something faster
trying to make tutu1 work on females
Culling group bits in UnitView
water meshes meta files changed on reimport
CraftItemProcess takes entities from sibling stockpile component when crafter order is assigned, if possible
Tanning rack interaction positions
Improved target filter failure logging
Added AI logging when required role checks fail during DM
RoleDefinition can define sub-roles, requirement checks include checks
Leatherworker is a sub-role of Crafter
Cleaned up how we check for active roles throughout various systems, Unit.Roles no longer publicly exposes the dictionary of role states, instead we HasRole (which includes checking for sub roles) or IsRoleActive
Stockpile material animation mapping supports item type defs
Tanning rack stockpile setup
ButtonSound only plays on left click
Misc cleanup, profiler hooks
Fixed inspector label width not adjusting with dataBrowser size