17,530 Commits over 1,614 Days - 0.45cph!
Fixed random conversation anims not working
Added SetDestination.ClosestPointToUnit mode, using ClosestPointOnBounds
All collaboration related abiltiues use new ClosestPointToUnit navigation, requests also move to the target first to avoid people waiting around so much
Merged Collaboration break bug to main
removed raw meat skin interactions and setup correct number of meat chunks on croc
Added BeforeItem shader with tinting, used by Consumable for cooked/rotten coloring
Remade a bunch of item views
TakeFromDispenser dispense over time mode
turtle update and removed the animal name from the animal interactions (they were all wrong so croc would say "skin bear")
Building upgrades can be flagged as enabled (or not)
Spawner fuckeries
fixed some issues related to desire pooling
People now seem to drop unwanted items
initial implementation of item keeping desire checking whether it's needed
Fixed bad condition in Interaction.Wear
Clean up asset menu and asset list labels
Fixed bad interactions on deer corpse
Added CanWear,Item ItemIsWorn Conditions
AssetList grouping to be consistent with AssetMenu
Fixed Butcher interaction
Deleted cooked meat item
Data for some consumables, corpses
AssetMenu fixes for grouping and null choice
AI modules categories data
Item can override PhysicalParameters from data (corpses)
BaseEntity can override description and icon from data
Better asset grouping in AssetMenu dropdowns
Goal plan desire creation
fixed some bug with gitching walk
don't destroy on load the debug tools object
Fixed ItemFilterSet.IsTool not actually doing anything
Unit.Items.IsHolding also checks whether the items blocks the hands (big items are attached to shoulders, chest points etc, but were not considered "held")
DropUndesiredItem works properly
Added IsTool condition
Desires.IsDesiredItem type param is nullable
Fixed VisualFX start/stop sounds looping
Rewrote IsDesiredEntity condition to use newer desires API
Deleted a few inverse stat considerations, replaced wrapper usage with invert flag of the regular consideration
Added BuildingCategory filtering to BehaviourChain params
Fixed human hair color not updating properly
Better use of material property block in HumanView, hair shader no longer animations for portrait clone
VisualFX Start/Stop sounds
Editor component listing cleanup, option to hide "empty" components. No longer show foldout for component without any exposed data
Fixed carcass items not having dispenser components, error check in Corpse.Setup
Safety in SensesComponentSystem.UnitCanPerceive
Fixed error in UnitPortraitManager when player has an animal selected in the editor
Fixed various issues with corpse creation, cleaning up related code.
Fixed people not knowing that others have died
reexported buildings with a blender version that fixed the bug with vertex colours stretching issue
Fixed NRE in DebugTools spawning
another building shader bug fix, this time to stop the next item appearing before its time
fix for accidental debug change in building shader where I limited the construction value to 10 instead of 255
Fixed hints videos not playing when you page through the UI
Entity component data copy editor util