17,530 Commits over 1,614 Days - 0.45cph!
EntityInspection widget activation order fixes
Raiding animals won't sleep
New activities for raid begins and raid in 24 hours
Fixed items inside a container being marked as HeldBy the last unit holding the container
Fixed items getting picked up into a container being added to the units MyItems list as well as the container's list (only gets added to container now)
These two fixes should make units more likely to eat from baskets
Fixed building panel category toggles being invisible
Cleaning up some UI stuff, fixed issues with building panel showing new unlock icon when it shouldnt
can no longer set current building when encumbered
let's not lock woodcutter and stonecutter
Improved Building AI to attempt to eliminate some situations in which people get stuck building.
InteractionPosition now just keeps a list of all blockers instead of doing the box check.
Building prefab layers update
Entity view creation/update now sets appropriate layers for all transforms, including anything named "ground"
Updated ALL view prefabs with correct layers (was previously set at runtime)
changed name of mud to ground on bulidings
removed "grass crafting" unlock from buildings so units can upgrade the roof
building fbx (breaks stuff) fix soon
Added some checks in OnValidate to detect activities that generate notifications that don't auto expire and have no expiry conditions
Added an expire time field for critical severity notifications (defaulted to 15, used to be -1)
New OnValidate checks picked up Death activity as never expiring, marked it as auto expire/critical severity
Fixed Birth activity not auto expiring (it had no expiry conditions, so it persisted forever)
Added an "Ignore Items in Containers" bool to target filter
Find item for Blackboard Stockpile now ignores items in containers so that the 15 possible items are no longer all items in the stockpile we're trying to fill
Deleting SelectBestBuildDesire
Turned off Evaluate single entity per type on Find Item for Blackboard stockpile (closest log after placing a log on stockpile was the item we just placed, which is already in a container and invalid so the filter would fail)
Removed BuildingActionDesire.
Hopefully fixed people often owning more than one house.
merge from registering items for buildings
Moved some default interaction fields used for data validation out of BuildingSettings/ItemSettings and into game config
Knowledg.SortEntityData perf
Fixed pause menu opening and closing from the same button press
Fixed incorrect upgrade construction value on Basic Wooden Hut
Fixed stockpile units goal using stockpile items filter (needs different conditions)
Tried to fix an NRE in Desire.Fulfill()
Turned off evaluate single entity per type in breed goal (need to check multiple units for breeding)
Hopefully fixed item pickup failures
Fixed radial hint icon being badly positioned
Fixed various canvas group extension methods using wrong overloads
Fixed tooltips showing shit they shouldn't
Re-ordered some AI logging
Fixed humans having no default posesssions
Big desires system cleanup
exporting with NMO (still need processing)
Added UIElement for more nested caching of various UI components
Fixed UIWidget init order resulting in pooled elements having some components disabled at the point of instantiation
removed unused Goal field from CurrentPossessionData.
Player Commanded status now actually gets correctly passed down to GPVs.
GPVSlot current goal logging now shows which slot it's from and the name of the Goal in orange (important shit)
Possessions tidy up.
Removed timeout on possessions with a current goal reason.
Possessions now have a reason.
The same item can be possessed for more than one reason.
Crafting component creates and manages possessions for crafting.
less highlighting coroutines
B key now toggles build menu, instead of just opening it