17,530 Commits over 1,614 Days - 0.45cph!
Added checks for components to BuildingFilterSet.
IsStockpile condition now checks for the component rather than the category.
Selecting carried items for a container will now skip clothes unless we registered them to the container.
Fixed role UI labels being highlighted by the build button (gg duplicating text objects with tween components)
fixed cliff around the quarry on testbox
Removed knock-out effect from hammer & rock weapon data
Removed packages we dont use
Fixed settlement info UI showing bad value text
SensesSystem init in bootstrap
Fixed senses not working after starting a new session (oops)
Fixed NRE in tribe creation when starting a new game after quitting a loaded save
Quicksave overlay
Added BudgetYield utility for iterating over collections and calling some function within an ms budget
Fixed load game button tweens targeting wrong objects
Woodcutter AI now uses similar logic to general stockpiling AI but only stockpiles logs.
Same as above for Stonecutter.
Added a quarry to testbox.
Settlement radius/extension preview visualisation
Cannot place buildings outside of settlement radius
Buildings all require settlement by default, can optionally ignore this in data by setting MustPlaceInSettlement to false
Settlement claim functionality, AI action
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state
Wearables & attachments weight in debug view
Fixed log stockpile selector using the wrong condition
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type)
Item pickup check no longer includes weight check from wearables
ProtoIgnore EntityId.cachedEntity
People should no longer hunt if they're carrying a unit.
IsCarryingUnitCondition has a "Condition" mode.
More combat callback cleanup
Campfires can now be added to existing settlements
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry)
Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
Combat targetting callback cleanup
Fixed potential NRE in VisualFX destruction
Made it impossible for people to own more than 1 building/home (for now)
Ownable & Ownership cleanup
EntityId caching
Moved all Senses tick functionality to SensesSystem, Senses holds only data and some lookup API for that data
ItemAction callback cleanup, should fix invalid cast and pop errors if something is hooked up incorrectly
Reset role assignment UI via Refresh override
Fixed water edge shader
Prevent duplicate activity notification spam
Bigger tooltip for activity
Fixed potential NRE when destroying a unit with active visual FX
Activity text held by data struct, removed from factory method arguments
Settlement happiness set to 100% when all needs are satisfied
ThreatPerceptionCondition checks that the target isnt dead or disabled (should fix people getting alert effect from seeing dead things)
Add to stockpile interaction command generator ignores worn items
Moved various crafting order API to Unit.Crafter
Unit.Crafter component handles activity generation for failure to find required items
Selective AI module evaluation can be toggled via debug
Cheat commands prefixed with cheat.
Settlement size/territory display while building (using highlighter system for now)
Fixed terrain decals being badly aligned to terrain on some maps
Fixed NRE in progression/research widget
Fixed errors when quitting from tribe create
Fixed tribe race choice not changing available hair colors
Clamped camera parallax on menu scene
Name input fields on tribe create, unit customisation and settlement creation all use consistent validation/content types and do not allow empty strings
Effects component destruction no longer removes effects, just clears and resets the pool to deal
Fixed NRE in UnitView when quitting from tribe create
Disabled camera parallax while spinning unit view in tribe create
SettlementView draws disc meshes to represent its size/territory
Settlements debug panel, global config
Settlement leader API & persistence boilerplate
Fixed NRE in WearableSlot.Unit_OnSetView (broke gender select in tribe create https://gfycat.com/ImmenseSmartDiamondbackrattlesnake)