19,298 Commits over 1,614 Days - 0.50cph!
meat rack, unlocked with stockpiles
Fix NRE when right clicking a building under construction
Added an extra frame between creating a clone for portraits and taking the portrait, seems to help with the portrait issues
Unselected units now get a grey highlight when they are occluded by objects, regular green highlight is applied if the unit is selected
Hopefully fixed building UI
Disabled some overview map stuff
Exposed Max Quantity of dispensable wrapper.
Max Quantity can no longer be less than Starting Quantity.
Removed tribe tracker
GameCamera zoom distance increased to 400 (from 70)
Ported overview map screen to a new overlayed widget that activates based on camera distance
Moved building widget back to play view (no gameUI View switching enabled right now)
Contextual ability stuff for units in PlayerController (default to assign hunter role on any animal not currently attacking, otherwise just attack)
Various UI
Removed Builder Role and set up AI accordingly.
Made people more likely to want to go hunting.
Modal State should make cursor visible if it was hidden.
Various AI.
Filtering will now ignore anything with a disabled SmartObject.
PlayerController.CanTick checks active GameUI view == play
Made tanning rack building deposit interaction non-positional
Remove a bunch of redundant "check ai unlock" params
Fixed ViewTransformSelectDrawer not refreshing per property
Added CraftItemSettingsEditor to expose stat manipulators nicely
Fixed some keywords on eating related AI
Machine processes wrapper can now specify objects to show when active
Added ViewTransformSelectAttribute/TransformSelectDrawer
renamed a thing in Possessions
delete fire from building editor scene
Nuked various consumable effects, as stat changes are defined on the item.Consumable component
Meat gives mad nutrition
Fixed Blackboard.ParametersId returning wrong value
Remove and destroy cooking carcass when it is cooked and depleted
nospawns setup for building debug
Berry bush regen and auto dispense
Ability.PlaceCraftingOrder is AI only (no longer shows on radial)
Disabled the Human.Idle.Activities module for now (too much dancing, need historical time since last execution as part of DSE scoring)
EntityEx.SetViewParent error when view is null
Deer, Goat and Rabbit can no longer be butchered. Either cooked on spit on stick
Hut owner limits fixed to match the number of sleeping positions
Possessions fulfillment tidy up
adding a required possession checks fulfillment
add possession requirement regardless of if we have the thing or not
Various data, hunting scoring fixes
CookCookableItem blackboard fix/warning if it fails
Cleaned up EntityManager destruction routine
correct apple tree resource data
forgot to tick these in last checkin
island 01 paint mode to none (to stop splats from getting modified when they shouldnt be)
changes plasticed flagged up
Fixed non-player controlled tribes running cohesion and spawning strangers (this might fix the strangers not getting added to tribe bug, they were being spawned with a target group that wasn't the player's tribe)
Fixed campfires being marked not available if they are at 100% capacity (might fix units not lighting fires in later games)
Check if a unit already has an item before adding a possession requirement
Desires hold their creation and last refresh game times
Added desire lifetime stat simulator for use in effect manipulation values (higher = older desire)
Fixed shelter desires having bad momentum drain value
Items now store a failed path count whenever a unit tries to get to an item and cannot
If this happens 10 times the item is moved to the end of the partial path to the unit, so hopefully somewhere accessible
Ensure that stranger spawns are at valid navmesh location