17,530 Commits over 1,614 Days - 0.45cph!
Action.DepositEntity debug stuff to catch destroyed entities from blackboard data bug
storage rack positional interactions
Fixed inspector close behaviour not respecting player controller pointer state
Removed selected building widget, added basic (placeholder) content to inspector
Wood trunks now provide 4 logs
SelectedBuildingWidget backup in case in this idea sucks.
Mouse buttons should close inspectors when clicking over world layers
Leader's Hut interaction positions
Disabled old AI for autonomous hunting and added AI for hunting only player command flagged units.
Fixed player command icon not appearing over flagged animals.
Player controller now clears last target IInteractable when pointer hits UI
Overhead unit indicators hide bar container if any all are inactive
Added Hunt player command
People can now take a corpse from the meat rack to skin it
Game manager extensions no longer store their own persisted data types, simplifies class generics
Fixed some issues with Possessions pooling (don't create defaults in Setup, moved to init)
Added proper VisualFX pooling
Version++
fur items female versions
changed testbox back to sandbox and enabled some spawners
Distance Consideration tweaks to account for square distance vs non square.
Food AI tweaks to stop people favouring far away resources over nearby onesx.
New UnitIndicators & related assets.
SelectedBuildingWidget stuff
Fixed rotten and burnt consumables having 0 food value, they now have very low food value and will incur a mood debuff (and possible sickness)
Added a bool to specify which entities get ignored from senses if not flagged.
Only ignore trees from senses.
Added some debug logging for bad distances in GoToSmartObject
Fix for distance consideration score clamping
Possessions enabling/disabling when leaving/changing settlement.
Consume value for carrots and yams
Last bits of table view fuckery
another table view property path
data browser table view drills into structs and classes, ignores some dumb types, ignores fields with HideFromTableView attrib
Possessions fulfillment time tweaks
Longer construction times
Interaction positions for construction on spit addon.
Proper fix for decal color issues
Activity popup override via data property
BuildingView.Update dictionary safety, profiler sample
Attempt at fixing decal color issues
Activity types popup usage is optional
Potential fix for sleeping standing up anim bug
UI panel noise mat tweak
Settlement level up activity/notification color fix
Various unit creation optimsations
Various data tweaks to tree felling time to make it a bit faster, especially with blade tool.
Woodcutting and mining AI uses appropriate jobs instead of Gather.
Fleeing action now only gets a new destination when we've reached the current one
sleeping in unclaimed building uses set next interaction to stop people from sleeping by the fire if the interaction position in the hut is blocked at the time of wanting to sleep.
not really any changes but just checking in so I can update without having a pending merge