17,530 Commits over 1,614 Days - 0.45cph!
Senses position change gate has a timeout
Senses.SimTick returns if the unit's grid position hasn't change since our last tick
Item pickup cleanup
Tutorial widget graphics cleanup
Version++
Removed DataAsset equality operators/overloads
Hopefully actually fixing child widget component toggling
TabbedWindows properly toggles child widgets
Fixed some issues with UIWidget not toggling components properly
Disabled vsync, removed Low quality setting (ultra default)
UIWidget/Screen refactoring to better support management of graphics components
Fixed Current Goal being reset by the high priority module evaluation pass.
Better logging.
Actions.WaitRealtime uses TimeSince
Removed some reproduction logs
Reduced effectList max pool size
Role selection foldouts use regular tooltips instead of their own label (UI graphic count reduction)
Disabled Human/Shelter/TakeShelterInInterior until we fix caves
Fixed stow event data not being set as active
More AI tweaks.
Removed now unused EndsMomentum field on GoalPlan.
Items component cleanup, hopefully fixing repeated failures to stow things
Resave island1
Disabled DSE caching
TerrainBlendObject NRE fix
Fixed Building.ForceConstructionComplete NRE
Debug log ICanvasRaycastFilter count after UI init
It's now possible to limit the max subscriptions on a positional interaction
un-inverted a curve that was making people sit by fire
Restored lazy caching of various name properties in DataAsset
Tweaked time ranges and scoring based on time ranges
Moved pick up event callback from OnPickupComplete (which I don't think was being used) and into the OnPickupEvent method that is being used
This fixes units Pick up actions never ending
Fixed OnPickUpEvent not getting called when playing an animation to pick up an item at normal speed
Fixed Items not getting added to MyItems if the animation is being bypassed
Reduced decor bush navmesh obstacle radius
Island1 rebake, rabbit den navmesh fix
Fixed fog of war debug toggle
Reworked parts of island1 to get rid of some navmesh islands that were inaccessible
Refactored a bunch of Item methods to support bypassing of animation callbacks for pretty much all the things
AI Debugger now shows clamped score
default GPV momentum back to 1.
Also I changed all the data apparently.
Simplified AI scoring and toned down mad bonuses from inherited score and module score.
Stopped goats from spawning inside the cliff