17,530 Commits over 1,614 Days - 0.45cph!
Calls to IsValidDestination on sleeping units will now fail nicer and not throw error logs
Turned off Ignore Carried Items flag on Acquire Materials For Fire filter (this means that if the unit is holding a branch from a previous task, it will be used for fires as expected rather than being ignored and the unit collecting and feeding the fire with one arm while holding a branch)
IsHolding on Items can now optionally check LShoulder, RShoulder or Chest attachment points as well as hands (hands-only check is the default)
A unit going to sleep will now drop or stow held items in Chest, LShoulder or RShoulder slots, prevents weird holding animations being run while sleeping
Fixed ItemsBuffer in Items not being cleared between various methods
Added an confirmation prompt for quitting the game
Added a confirmation prompt for loading a game while a session is already in progress
Added SaveLoad change event for UI. Load game widget will always select first save on init, menu and pause screens button states get properly updated
Added equipment widget to the selected unit HUD, shows tools and weapons
Added MachineProcess.ToString override
Added MachineProcessSettings.DesireText field for MachineProcessActionDesire to use
Added optional label field for tooltips, refactored how we populate tooltip content in some places
Added an opaque background to tabbed modals/mega-menu (testing)
Fixed Buildings not having the Build Addon interaction when they have addons to build (BuildingSettings onValidate)
Added "min required" value for behaviour command collation on the radial menu
Added paused border/overlay thing
FaceTargetLoop will now break if the unit has stopped facing the target for any other reason (face target on unit view was being disabled if a unit was moving, which gets triggered if the unit gets bumped by another unit)
This should fix animals getting stuck if they are bumped while facing taget
Fixed a couple of load/session change issues
Fixed building upgrades not appearing in child radial menus
Fixed axe impact screen shakes affecting player camera even if the unit chopping wasn't being controlled (or in another tribe!)
Some more debug readout stuff: can see an entity's enabled state and can see the EntityKnowledgeData associated with a known entity (displays distance and last seen on)
Event driven music can optionally play only once per session (start game music)
set movement layer to 0 weight in animator, (should have been set in code?)
Crafting & Building windows show "unread" status icons on list elements
Fixed map transition fog displaying wrong values
set turn layer to 0 when is look at is not being called
turn off turn layer if not 0 when unit anim code gets lodded
Disabled full screen tutorial widget auto activation
Removed redundant Initialize override in ItemActionDesire that wasn't calling base and thus broke all the things
Made FollowCamera/MapCamera zoom to transition optional, currently disabled
Removed attack anim call from player controller input
Fixed EntityComponentSystem not incrementing component index properly
made is looking anim transition take priority to is alert anim on animal controller
Fixed human rigidbody and collider components getting left on when the game starts (this might solve the invisible units bug)
Fixed UI.ActivityNotificationsWidget still accepting raycasts even if it was disabled, was blocking player input in the middle third/bottom half of screen
Tweaked the various Sit action plans
-Fixed Resting flag being left on a unit indefinitely, will now get removed via a break action
-Fixed sitting plans lasting forever (until unit passed out from fatigue or hypothermia) if they are player instigated, added the 30-120s timer to do this
Fixed building views not getting set to finished when the last required item is deposited
Removed UseTarget from ItemActionDesire
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes)
Command generation/collation WIP
Building addons via interaction
Added machine process desire creation and keep desire check for said desires
MachineProcessActionDesire added (not in use yet)
goat mesh/skinning improvement
changed Go To to distance instead of radius
reverted goat stats changes accidentally checked in
moved animal combat to a new layer so root motion can override movement
made goat work with root motion attack
Fixed bad target filter setup in GoalPlan.DropUndesiredItemAtCamp causing blackboard read spam
Condition / consideration settings editor fixes
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Added a toggle to log any flag changes on the debug tool
Player instigated GPVs get double momentum
Buildings no longer require construction (data change, testing)
Action break/end call refactor, should make for cleaner, more useful call stacks
bring dispenser item to fire should write the fire as a machine and not a building
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand
null check and warning for Behaviour when trying to apply skill gain
renamed a confusingly named behaviour chain element variable
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.