17,530 Commits over 1,614 Days - 0.45cph!
interaction desire injection now should be inheriting the score.
disabled Steam things to reduce the amount of editor crashing.
fixed stupid out of range error
merge interaction fixes to main (because I suck at branches)
Craft & building window scrollbar improvements
Added a filter to the spawn tab of the debug tool
Campfire percentage display should now show correct value based on all inputs in fire, not just the current input
Party overlay now shows a different icon based on the units party role
Fixed UnitCollections getting visible knowledge overlay widgets
Fixed units not being able to move after wearing a piece of clothing (InStationaryState on Animation component was being left on after an Animator rebind)
Fixed tribe create missing post
Fixed camera modules not being properly enabled
Fixed some Singletons fucking OnEnable
Camera modules are now mono behaviours with scriptable obj profiles, input moved to static PlayerCameraInput
Added an AutoContinueThroughInputs bool to FuelToEffect Machine Process to keep campfires going though multiple inputs
Fixed M key toggling map while marker creation is active
DepositEntity Action has blackboard read fallback
Testing some more nuanced gating of UnitView.Update
Merge from interaction position fuckery
Fixed some command evaluation in PlayerController using the wrong overloads
Ditched radial menu on character modal, added command button dock for clothing
Radial menu widget optional modalness
Attachment point conditionals use enum
WIP radial menu on character screen, PlayerController refactoring for better external command evaluation
some item attachment data
items can be held with open or closed hand depending on a bool in the item(defaults to closed)
Updated Facepunch.Unity
Fixed bad editor style
added expand/collapse all for entity components
Removed empty consideration groups on Goal.Sleep and Goal.MakeFire
large bag and packpack items, not functional
reduced rabbit walk speed
fix for walking on the spot while sleeping
Removed turtles from trap array, rabbits are working better now
Fixed some exceptions when selecting non-human units in debug mode
Fixed some more trap issues
Added a button to the Agent Debug Panel to select that agent
Traps now disarm when picked up while armed
Traps have their own persisted data, stores their current armed state
Fixed some cases where orphaned trap hints could hang around
Fixed being able to zoom while in build mode
Hooked up animation states for traps
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
merge interaction desire creation and AI handling to main