19,298 Commits over 1,614 Days - 0.50cph!
Subtracting leantween shit
Testing unitView animator culling mode and gating Update/LateUpdate when out of view
Navmesh is rebuilt after building placement
Disabled all navmesh obsctacles in entity views
Updated Unity's navmesh stuff
Nerfed berry bush growth rates
RivalDeath activity no longer creates notifications
Supplies component tracks food categories separately.
Added appropriate considerations.
EntityView.Update no longer virtual, BaseEntity.Position returns BaseView.transform.position if possible
Event music triggers must be flagged IsGameValid
Fixed Corpse.IsBeingCooked being set to true when added to a stockpile
Fixed corpse decay being calculated when being cooked
Fixed cooked and depleted corpses not being removed from the fire and destroyed (hopefully)
Grazing spots now have limitless effects to dispense
Hunters now also get the Cook AI module, but wont gather items and fill containers
Dispensables can be marked as infinite
Added back the timeout for Possessions.
Timeout is refreshed when a new GPV is set with the same Goal as when the itme was picked up.
Fixed UnitIndicator progress balls lingering
Fixed radial indicator not following its target
Fixes roles icon on overlay markers
don't null Current Goal if we have an active GPV
ActiveBehaviourCondition doesn't check IsActive on the GPV for Goal and Module
Let's null Current Goal if its Module fails.
Redid the corpse changes I did on the FillView branch
Subtracting changes, was on the wrong branch
Fix units taking corpses that are being cooked and putting them in a stockpile (won't stockpile corpse that is being processed)
Removed HasHolder condition from Eat From Cooked Dispenser goal since we want units to eat from a spit
Fixed ActiveBehaviourCondition not respecting GoalPlanVariant.IsActive
Campfire added as addon to giant hunt
Berry bushes no longer auto-dispense
Reset GPV in FindBestGoalPlanVariant
hopefully actually fixed that NRE in KeywordsUtility.
More Goal Momentum stuff.
removed fire from giant wooden hut
Some fixes for Goal Momentum.
Potential fix for GoalPlanVariant.SetOverride NRE.
Find Unused Assets Window now also shows unused types and how many assets there are of those types.
Logging for NRE in GoalPlanVariant.SetOverride.
Moved non-essential item gathering to a Stockpiling module.
ActiveBehaviourCondition now checks current goal instead of active GPV. This should stop stuff like conversations being able to interrupt important stuff like building.
FindUnusedAssetsWindow dockable
FindUnusedAssetsWindow display bits
Added Find Unused Assets editor window, that generates a list of all DataAsset derived assets with no references in other others (but not because it's absurdly slow)
Buildings can now specify addons and upgrades as default, and they will be built upon completion of the building.
Item.Grass no longer has a Dispenser component
Added debug filter log when we ignore something during DM filtering due empty dispenser
Fixed "EvaluateSingleEntityPerDataId" candidate filtering option not being properly checked in TargetFilterUtility.FilterEntities (was only working in "First" mode)
Handled potential NRE in DecisionMaker.CreateDesiresOnFailure (in this cased caused by DesireTypes enum change, to be fixed by future refactor)
remove unnecessary navmesh sampling from RandomDestinationSelector