17,530 Commits over 1,614 Days - 0.45cph!
Interaction Plan lists can now be sorted by time to dispense. This should fix people sometimes taking all when they should just take one.
Deleted a bunch of old assets and scripts.
SFX pitch shift, re-enabled unit audio in higher game speeds
Fixed crafting UI elements not being clickable
Removed duplicate head from gui game scene
Build button behaves & animates properly.
Fixed BEF-606: Clicking an order on the command bar, and then clicking it again to clear it, makes it impossible to select a building until you rightclick.
Fixed CraftingStationTab not assigning TargetCraftingStation
Changed transform order in Leader's Hut
merge from building inspector
Fixed settlement level up notification staying hidden if you cancel building placement
Loading buildings no longer forces complete (this was finishing in progress constructions)
building grass mat uses Building shader
Fixed TargetFilterSettings blackboard key property NRES
Build Goal Target Filter Conditions to Condition mode instead of Selector
TargetFilterSettings NRE fix
FactProviders namespace cleanup
Consideration wrapper NRE fixes
Various fixes related to DSE wrapper type changes, nuked old unused types + assets
Condition wrappers now has 3 modes; condition (default), fact and target filter, replacing need for TargetFilterCondiiton and FactSelector assets
Consideration wrappers now have 2 modes; consideration (default) and condition, replacing need for ConditionConsideration assets
Various error fixes for save/load/pooling including:
Create a new ID when an entity leaves the pool.
Moved view EnterPool overrides to ResetMutableState.
CanSubscribe returns false if SmartObject is inaccessible.
Properly persist all Possessions Requirement fields
Call base reset methods in CraftItem and FuelToEffect
ItemFilterSet returns false for tool and food types if the item doesn't have the relevant component enabled.
Added initialize method to facts so that they can update stuff when the parent entity is re-used via pooling.
BuildingRequirementFact now updates the entity grid on initialize.
ItemFilterSet persistence fix
Error logging when we try to add something to senses more than once (happens when loading)
Fixed persistence of IsEnabled status
correct scenario asset path
BlackboardInteractionPlans injector takes first interaction plan instead of evaluating and comparing all of them (fixes people prioritising items over resources).
Invoke construction started event on main construction.
Changed decay order so we always require at least one item to repair when decay starts.
BuildingRequirementFact listens to OnConstructionStarted
BuildingRequirementFactProvider sorts plans for the unit querying from FactSelector, sorts data
UI widget editor bits, removed CloseOnEscape component and replaced with functionality in UIWidget
Debug editor bits
Facts debug slightly more informative.
Goals can now have goal overrides and goal plan overrides.
Building Goal overrides idle Goals.
Fixed next interaction being able to override itself.
attachments editor cleanup, spear data
unfinished altar stuff, mostly checked in to get out out of my added list in plastic
spear attachment point offset data
Update entity view LODGroup.size at runtime via debug flag, expose value to data browser
Debug tools tweaks (fixed header, scrolling content)