17,530 Commits over 1,614 Days - 0.45cph!
Various AI data viewer improvements
AIDataViewer can filter by a specific unit, not slow as fuck
removed a bunch of unused failure crap from AI
Added AI Data Viewer tool which displays all AI modules grouped by the decisionMaker they are assigned to
Stopped culling some stuff in UnitView Update/LateUpdate
Fixed game config editor window label width not changing
Removed senses callback setup in Unit.Relationships
Relationships system sense's threat change callback is gated by a threshold on the threat delta
Relationships component uses pooling, reduced GC allocs
Stat lookup uses generated enums instead of strings
More UnitView culling stuff
Replaced dictionary system for animation state callbacks in unit.Animation with something faster
trying to make tutu1 work on females
Culling group bits in UnitView
water meshes meta files changed on reimport
CraftItemProcess takes entities from sibling stockpile component when crafter order is assigned, if possible
Tanning rack interaction positions
Improved target filter failure logging
Added AI logging when required role checks fail during DM
RoleDefinition can define sub-roles, requirement checks include checks
Leatherworker is a sub-role of Crafter
Cleaned up how we check for active roles throughout various systems, Unit.Roles no longer publicly exposes the dictionary of role states, instead we HasRole (which includes checking for sub roles) or IsRoleActive
Stockpile material animation mapping supports item type defs
Tanning rack stockpile setup
ButtonSound only plays on left click
Misc cleanup, profiler hooks
Fixed inspector label width not adjusting with dataBrowser size
units blink speed changes everytime their eye shape changes to avoid being in sync
Cherry picking
15217, 219, 2220 from multi-dm
fix for dead peoples eyes
Fixed game hanging on startup screen instandalone builds
Generated enums
Cleaned up name generator code
Re-enabled dropping of carried corpses AI.
Added dropping carried corpse to Primary Slot Item Management
Another potential NRE fix
Prevented various events from invoking when an entity is added to a group during load
Group.Diplomacy.OnGroupEntityAdded cleanup, potential NRE fix after load
Fixed player controller not getting default smartObject interactions for units
Fixed NRE in TooltipWidget when mousing over a building with an addon that is under construction
Added frame rate limit (vsync) to options
Changed UnitView.Animator culling to CullUpdateTransforms mode (might fix people sliding around like a dog with worms)
Fixed some social commands being exposed for dead units
Fixed edge scrolling option not working
Fixed resume on startup option not working
Fixed Building.IsUsable returning true while the building is being deconstructed
Fixed Building.CanBeConstructed returing true when the building is being deconstructed
Fixed typo in ownable entity descriptions
Fixed building deconstruction not stopping when builders stop working
Fixed options dropdown alignment
Editor : Fixed NRE in Form.Create
Editor : Before/GameConfig menu item now opens a dedicated EditorWindow instance that will persist between script compile/reloads
Removed Before.Description attribute (using System.ComponentModel.Description instead)
All behaviours can now specify required attachment points.
Sleeping behaviours required hands, shoulders and chest to be free.
Units can now also be dropped to unblock attachment points.
Buildings no longer owen.
Crafting orders widget shows count on item listing
Cleaned up entity physics toggling stuff, hopefully fixes units loaded with bad rigidbody params
Fixed dead units playing sound
More wall placement fixes
Compile fix, wall placement fixes