17,530 Commits over 1,614 Days - 0.45cph!
GameState consistency when loading scenes in the editor, for make benefit of Great Tutorial.
People now drop any un-used items when crafting because why not (temp hack)
Fixed bad light culling layers causing issues in standalone builds
Fixed bad Building description text
Fixed missing return in CraftItemSettings callback
Building completion sound hookup
RangedState.OnCurrentValueChanged is now invoked when the Stat's cap value changes during UpdateManipulators
Added GroupDeath UnitActivityType, hooked up in Relationships.OnOtherUnitDied
Relationships.OnOtherUnitDied TODOs re thresholds and event perception
StatManipulatorParametersDrawer tweaks
Fixed a bunch of bad effects stat minip data
Stat Manipulation can now be driven by a simulator method defined in the editor via reflection (?`-´)????.*???
StatManipulatorValueSimulators dummy class
When Decision Layer of Relationship Considerations were set to Goal Plan, I couldn't add it to any considerations list in AI Designer. Changed it to "Any" for now.
When condiering whether to accept or decline an invitation to breed, Love and Hate is now taken into consideration.
UnitAttachments now supports stacking, defined per Item. Cleaned up a lot of API
Small sticks can be stacked and carried in bundles of 4
UnitCommandsWidget "hand" button draft implementation, shows interactions for carried items (currently just drop)
Right clicking on a selected unit no longer shows a radial menu for carried item interactions
Renamed ToolType FishingRod to FishingSpear
place_building sfx levels
Considerations for Ally, Rival, Friend, Foe, Love and Hate.
Make pregnancy and baby age use DateTime and tick more often than OnDay.
Removed some debug state behaviours
Restored missing attack state behaviours
Moved project trajectory calc a bit so it's easier to debug when things go wrong
Compile fix
Projectiles use fixedDeltaTime
Combat debug when calculated projectile velocity is nan
Debug logging in ItemActions
Removed some missing components from TOD prefab
UnitAttackState state machine behaviour, callbacks and timeouts in combat reworked
HumanController.Combat attack state transition consistency
Animation debug logs for debug selected units
Fixed NRE related to tooltips
GPV slot debug doesnt require decision logging to be enabled
Foldable combat ability drawer
Added a Dummy spawn to testbox
UIScreen requires a CanvasGroup component, UIScreen.IsActive setter no longer calls gameObject.SetActive, instead uses CanvasGroup
Added IUIElement interface, for parent UIScreen assignment during UIScreen init
Tooltip is no longer global widget, each UI screen now has
Fixed potential NRE in WeatherWidget.UpdateText
Disabling scene save hook that updates list of valid game scenes
Testbox is default game scene for now
Rebaked Navmehses for testbox to match game scenes
Debug overlay fixes
CorpseCreator logs error when Item has no corpse component
Fixed Item "Generic Corpse" not having the Corpse component
Blocker is now on blocking layer
Fixed Sleep Time
Tweaks to Sleeping and Breeding
tweaked some weapon ranges and procs
Combat Ability selection tweaks
Things now show up in the data browser again
AI Designer can now filter module list by a selected Unit and displays module listing in the editor sidebar.
Also a bunch of other misc editor fuckery.
apparently I made changes
Fixed event music only working once.
TribeMemberActivityTriggerSettings flagged Music
Relationships debug actually shows us data