17,530 Commits over 1,614 Days - 0.45cph!
Added some debug logging for selected unit subscription changes in SmartObject
Human/Hunting AI module has "Is Sleeping == false" condition
Increased momentum drain on idle goal plans
Improved machine process availability checks (cache dependency state)
Fixed MachineProcess.IsAvailable never being set back to true when the items are removed or used
Removed useless smartobject subscription cleanup from GoalPlanVariantSlot.TrySetGoalPlanVariant
SmartObject.CanSubscribe no longer checks for existing subscriptions
Commands widget category toggle button sounds
Fixed hover animation issue on tribe trackers
Tribe trackers use EffectsList
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Fixed desires UI being shit
Fixed search not showing in data browser tabs that have collapsable groups of assets
Added WIP failure UI
Added AbilitySettings.ValidTargetTypes; allowing abilities to specify valid target types in data, reducing overhead and when evaluating in DM/PlayerController
Fixed Unit.Animation.RemoveAnimationPackage not working
Removed "IsPlayerDesireDriven" flag from GoalSettings, no longer gates GPV construction failure events in UnitDecisionMaker
Flagged also goal plans to invoke events by default...
Only goal plans flagged with InvokeEventsOnFailure will invoke events on failure.
More failure explaination
DM events, placeholder UI log for failure to execute AI driven player instigated behaviours
Establishing a better, readable understanding of failure throughout AI decision making and player command evaluation
Added more goal plans for player instigated building AI
Adjust mood level thresholds
UnitDesiresWidget activates when a new desire is added, plays animation on the unit portrait
Data asset names not cached in editor
Effect descriptions not cached in editor
Machine process timing refactoring (using DateTime now for smoother progress in UI)
Fixed campfire machine process improper configuration of item input
Fixed some wood log items missing default interactions
Removed some debug logs in SmartObject.Unsubscribe
Commented out some more PooledList tests that were making my VS angry
Updated Unity/NavMeshComponents
Machine processes only available when parent entity is usable
Added search to DataBrowserTab
Added Stockpile mode to DepositItem Action
Fixed detail view button not showing over the portrait UI
Added machine component debug display
Revert BehaviourChain reset call from earlier bug hunting
UI fuckery
Tribe tracker improvements, hotspot tweak
Fixed AI overriding player commanded movement speed mode changes
Added ActibeBehaviourCondition has "IsPlayerCreated" mode
UI hotspot supports optional exit rect
UI hotspots clamp mouse position to screen size
Radial menut tooltip no longer shows body text
Before/UI Masked Icon alpha support
Tribe tracker hotspot hides behaviour UI
Before/UI Masked Image shader supports canvas alpha control (vertex color alpha)
Fixed missing radial buttons
Commmand button hover tweens
Desires widget tooltip stuff
Radial distribution fixes
Fixed fucked up tribe trackers