17,530 Commits over 1,614 Days - 0.45cph!
Use the correct DecisionMaker method in target filtering first mode
Renamed SimTick methods in SetDestinationSettings from Run.
Handling for 0 destinations in tick.
DecisionMaker decisions pool is no longer static
Merged weather rain strength and wetness values
Ported back a load of weather system stuff, added some more weather types and improved FX for rain and snow
PlayerController cleanup and attempt to make people tend to more than one fire (Target filter in selector should be in First mode but that causes an NRE, see BEF-82).
Exposed Name field of SmartObject interactions.
Added SetDesiredTarget interaction.
SetDesiredTarget is default on Campfire.
Commenting out manual navMesh samples in Navigation.IsValidDestination
Fixed NRE in TribeLeavePopup
Unit.Navigation uses NavMesh.FindClosestEdge when partial path distance threshold fails
Added a popup for when someone leaves the tribe
Default physics step is back to 0.02
Stonecutter will no longer bring big rocks to the stockpile if they don't have the necessary equipment to smash them
Fixed radial indicator being invisible
Fixed cohesion join/leave events firing while skipping to morning
Exposed distance required to move mouse to open radial.
Distance is percentage of screen height.
Attempt to reposition OOB entities
Effect add/remove reason strings, editor fuckery
Reverted interaction position navmesh disable hack (need a good way of disabling collision on units when sleeping
Unit navMeshAgent is disabled while occupying an interaction position
Stopped PlayerTribe.HandleSleep from calling timeManager stuff when already skipping to morning
Fixed SelectAllCarriedItemsForX selectors suffering from a bad case of copy-pasta-shiteness
PlayerController.UIInteracble cleanup
Fixed NRE in PlayerController.HighlightEntity
Fixed RadialIndicator NREs
Renamed PlayerController mouse over events to avoid conflict with some built in Unity callbacks
Fixed unit indicators not showing hover state/highlight
Fixed PlayerController's UIInteractable property not being used due to the tick method being gated by UI raycast
Fixed unit indicators not being clicklable
Can no longer spawn player controlled animals via debug tools
Meat Rack max builders and max subscriptions on deposit all set to 2.
Fixed stonecutter looping between taking stones for building and depositing them to stockpile.
Unbollocksed up the target filter for gathering items for crafting.
Craft at Machine requires free hands.
totally didn't put that #endif in the wrong place
Fixed housing supplies value being updated from non-ownable buildings.
FireMaking to survival DM.
Logging in SetDestinationSettings to try to catch out of range error.
Added Possessions reason filtering to target filters.
Fixed people not being able to craft at the crafting table.
Fixed buildings that no Ownable component adding default values to the housing supply
Increased Unit.Navigation's min sample radius
Removed UnitStationaryState behaviour from human animator/interactions sub-state machine root node
fixed NRE in IsRequiredToCraftBlackboardItem
Dropping corpses now correctly sets animation to isBeingRoasted
actually fixed animation logging
Fixed Emotes.ChangeClip fucking with Animation's stationary state property (cache, reset after rebinding and forcing animator update)
Animation state backup no longer allocations, Unit/Animations stores a backup instance that we re-use
FuelToEffect defines a min fuel required to start
Animation logs now use Debug bool instead of IsSelected
Target Filtering should add the desired target to the list of candidates first
Deposit All to stockpile on radial instead of individual items