17,530 Commits over 1,614 Days - 0.45cph!
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
Hostility check now checks if the other unit is attacking a member of our group
More EntityManager tick cleanup, budget config etc
Added RaidSpawnPoint component for animal raids to use instead of random flakeyness
More lenient facing target condition
EntityManager upate cleanup
approaching player units now shouldn't happen if we already have a combat target
Optimised some campfire related target filters to filter by ID
Disabled forced agent tick after behaviour execution by default, added option to AI config to enable it
Entity manager unit view culling and FoW vis routine moved to FixedUpdate, uses non-alloc CalculateFrustumPlanes
Player component profiling
UnitInfoWidget optimisation
Fixes roles assignment UI not showing unit rows
Reverting change to ECS tick
Senses tweak GetSurroundingEntitiesFromGrid buffers results before testing their perception (easier to debug)
removed shitty break condition.
GetNearestPlayerUnit checks for dead and disabled flags.
break condition on Approach Player Units Goal plan
TargetIsWithinAggroRange overload fixes
Settlement indicator foldout from icon on click
Fixed settlement creation name input taking non alphanumeric characters and breaking the UI when you tried to use emojis
Fixed people not dropping other units when reviving them
More UI modal state cleanup
Progression window cleanup
Fixed shitty ping pong behaviour in Human-Cook AI module
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
Activity descriptions, data
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Added NavMeshAgent.updateRotation to debug panel
Fixed some activity types not being picked up by the notifications UI widget
Moved triggers, cleaned up a bunch of conditions
Secondary slot emotes should no longer happen if primary is already emoting
Setting Combat Target overrides wandering plans
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
enabled wander to territory module on animals
ValueElement can optionally tint text and icons as well as the fill bar
Fixed needs triggering multiple times for the same entity
Settlement happiness driven by need events, affects tribe cohesion
NRE fix, tribe tracker cleanup
Worldspace UI can use game camera
Settlement stats (happiness, food supply, housing) on UI
Units are assigned to first settlement created, subsequent units are added to the closest settlement
Settlement creation UI
Unit rotation util stuff moved to UnitView
Split UnitView appearance stuff into a partial
Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl
Settlement UI in world space
rat meat and skeleton mesh
Animal idle wander AI re-enabled
wolf backwards root motion (for testing)