17,530 Commits over 1,614 Days - 0.45cph!
Refactored Group.Supplies a bit, now stores a dictionary of SupplyTypes, SupplyInfo. Made OnSuppliesChanged static
Added static Cohesion.OnValueChanged event
TribeWidget now listens to events from supplies and cohesion rather than doing bullshit in Update
progress on persisting ragdoll state
Camera particle FX are set to DontDestroyOnLoad
Added supplies debug flag
Debug settings tab uses reflection to automagically draw all bools from BeforeDebug
Fixed player commanded building being cleared by Current Goal change
Fixed BeforeDebug init not grabbing properties
Fixed some debug values not being properly saved and loaded on init in BeforeDebug (made things not work until the debug settings window had been opened)
Fixed entity inspection window not automatically opening when the player toggles the detail view with a unit selected
Fixed unlocks with missing need requirement data
Fixed Tribe not having a cohesion component
Fixed missing warmth bonus on Goal.MakeFIre
Renamed GroupNecessities to GroupNeeds
fix for human female having wrong damage overlay mesh name causing unit portraits to not get synced with unit health
Implemented max number of builders per building.
Skipping to the morning uses the current human seasonal sleep range end time
Fixed GameSpeedControlsWidget not hiding the sleep/skip button on refresh
Fixed UnitInfoWidget portraits being out of sync with the unit's view
Humans now have seasonal sleep patterns
Fixed roles widget not updating counts when a member leaves the group
Units.Roles now resets role on death
Asset cleanup, island1 terrain fix
Fixed warmth consideration returning shite
Specular all the things
Removed Need stat types from the codebase, replaced all scoring with inverse considerations of the corresponding vital. (With the exception of Warmth, which now has its own consideration using the calculation from the simulator)
Considerations now hold a default response curve which can be used by wrappers
Validated a shitload of data
Tribe cohesion join/leave events now gated by thresholds used for the chance change calculations
Fixed NRE, cleaned up pool management in AudioManager
Audio sources pull default values from prefabs on returning to pool
Mixer tweaks
Re-worked food need tiers
Tribe necessities UI elements change color according to the curve-evaluated time since start, flash & show icon when critical
Removed cohesion effect events
Reduced cohesion drain rates for all necessity tiers by a factor of 10 or more, also increased the min time range by 6-12 hours or more in most cases
Reduced the rate at which the chance that someone will leave the tribe changes, and lowered the cohesion threshold for leaving from 25% to 15%
Misc AI tweaks
Camera FX follow player, no longer parented
Fixed EntityComponentSimulator removing event listeners to TimeManager.OnMinute and OnGameSpeedChanged events on session change
Break behaviours with invalid subscriptions
Unit.Morphs is no longer a default component, disabled on all animals
Fixed potential KNFE when adding an effect to a unit with no morph support
Fixed pause menu not closing when hitting escape
Added logging for behaviour breaks (trying to catch elusive invalid subscription error)
AI scoring tweaks
Added Condition.BehaviourRequiresAttachmentPoints, which returns true if the current primary behaviour has any attachment point requirements
Fixed crafters dropping items they have gathered repeatedly and getting stuck in a loop
Fixed CraftingUtility.CraftingRequirementIsMet returning true in cases where it should not (unit holding item, must be deposited to machine to craft)
Audio options show value as %
Cleaned up some Form.Bind stuff
revert skydome to try and make it not get dark at 7pm
Fixed generated form sliders having bad max value by default
Fixed master volume option not working
Fixed apply changes overriding graphics feature settings
Fixed player controller inconsistent raycast and highlight distances
Fixed options screen not refreshing all UI elements when loading defaults
Fixed options being initialized after UI
Merged SoundOptions into newer general options system, cleaned up how we access options at runtime
Cleaned up graphics options, presets, exposed AA options
backpak item size filter and blacklist some items
Clear weather no longer has 50% wind strength (causing building decay)
Fixed zoneWeather's lerping of wind strength and TOD animation value, exposed global multiplier in config.World
wolf attachment posisionts
Added methods to toggle a unit's entire hitbox
Toggle unit hitboxes when carried by another unit
deer carry offset positions
Fixed all camera modules being disabled after loading a save