17,530 Commits over 1,614 Days - 0.45cph!
Added CloseOnEscape utility component, replaces manually doing this in update for various UI widgets
UI management now uses gameobject active state
updated unitview magic unitLookAtLerpSpeed number to match peturs turn speed changes
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
Human basic attack range to 0
Movement mode AI to higher priority
Fixed new roles UI stuff causing successive selection, various related cleanup (removed RoleSelector)
Added role assignment to detail view widget
Cook Animal On Spit checks if corpse is skinned.
More command generation blackboard stuff.
Command generation for depositing to machine now writes to the Unit BlackboardKey
Interactions can now define a tool requirement which can be overridden in the wrapper.
Skinning requires blade or axe.
Various role assignment UI improvements
Added Definition.GameValid array
Unit info widget has a role assignment row built in
Disabled roles UI widget at top of screen, added button to open this window to the menu in the top right
caged idle, downed ill, stir pot anims, not hooked up
progression designer label fix
Scenario unlocks are now in added in addition to all unlocks flagged as Starting Unlock
Progression designer no longer shows scenario choice dropdown, displays unlock content in nodes
Better gating of GPV/BC tick by state (should resolve NREs caused by breaking inactive GPVs)
OOE fix with agent force ticks
Force tick on a bunch combat goal plans
Agent forced tick is optionally slot-selective. Autonomous forced ticks from AI can now be controlled on the GoalPlan level.
Refactored player command cooldown
Targeting module now checks if we have a player commanded target
Settlement level requirements now work properly
Fixed some issues with entities not being properly removed from machines when picked up or destroyed
Fixed DestroySelf action not working
Generic prompt UI is singleton, no longer held by UIManager
Added progression paths. Player picks a path via UI prompt when a settlement reaches level 3. Unlock definitions can be gated by path
Fixed PlayerGroupActivity not working
Added Settlement passive happiness gain (must have no active needs)
removed hit from the base layer (even though it wasnt being used)
Fixed AI debugger not cleaning up properly when closed
AudioManager history no longer uses DateTime, clears on session reset
Following combat target now picks a destination at the desired range instead of directly setting the destination at target and relying on the action to do the rest.
re-enabled testbox wolves
Fixed SuppliesCondition not working in Need fulfilment evaluation
Settlement levels can have conditions
Effects editor has refresh & create buttons
Settlement leavers create their own group, Unit.Group is no longer null
Effects.CanApply returns false is the effect is not flagged as game valid
EntityConsumeValue now has a bool to check if the target is consumable by humans.
All animal food AI now uses the basic ConsumeValue consideration.
Fixed various NREs related to people having a null group
Fixed ItemAction getting stuck when in bypass animation mode
Don't apply Effects to dead Units
Dont play unit audio in super sleep speed