17,530 Commits over 1,614 Days - 0.45cph!
Weather widget seasono indicator
Generated enums
TargetFilter assets hold an instance of their corresponding plan, created during warmup (removed a bunch of caching and dict lookup in AIManager)
TribeActivityTrigger cleanup
People who leave the tribe will create their own tribe upon doing so
People will leave the tribe if cohesion is low for extended periods of time
Cohesion event effect support
Added cohesion events driven by various effects
Cohesion no longer driven by mood, only events
Refactored a bunch of ECS shit (no more child types)
Fixed elders not being assigned when playing from game scene in editor
Fixed TribeWindow displaying empty elements
Tree layout stuff, tribeWindow population
Fixed activity notifications not being properly aligned
Fixed cohesion events not checking for matching activity types in Group.OnMemberActivityGenerated callback
Fixed potential NRE in TribeTrackerWidget when playing in editor scene with no tribe spawned
Might have fixed activity pop up closing immediately after opening
Defaulted all modules to all ages
AIModuleSettingsEditor updated
AI modules can specify which Unit ages they are valid for via flags field
Tribe member count + button to open tribe window added to tracker widget
building module now has food need penalty so people don't starve to death while building
PlayerProgressionWidget only activates itself when GameUI is in the "Play" view
default game mode starts with 4 tribe members
UnitPathWidget uses LateUpdate for positioning of path guides and icons
Building placement tweaks
dead animals now show death string.
improved death string generation.
Numerous UI layout fuckery
Game UI has two views, buttons to switch between (play/build)
Don't show human specific description on non human units
Added Wait For Tree To Fall Action.
Woodcutters will now process trunks to logs even if there is no stockpile.
Fixed multi unit commands not assigning roles and thus not working properly.
Increased base GPV momentum to 2.
Added AI for general stockpiling of items.
Fixed CraftItemProcess Progress.
Fixed NRE in ItemSettingsEditor
UnitView looks for "_overlay" or "_damage" mesh instead of just damage
Cohesion to component WIP
Fixed humans not animating
Nuked Human and Animal entity types, merged everything into Unit/UnitView. Removed IUnit interface
Fixed portraits not getting rendered after unit creation
Misc UI bits
Can now specify if a wearable can be taken off, turning this bool off won't autofill the take off interaction on smartobject (defaulted to true on everything)
Can no longer unequip babies
Added a HasBaby condition, prevents units getting pregnant while they already have a baby (can only equip one baby item at a time)
Units now check if they can hold a dispensable before attempting to take from the dispenser (fixes some building issues)