17,530 Commits over 1,614 Days - 0.45cph!
Notifications no longer expire while skipping to morning, fixes notifications appearing and expiring without the player seeing them
Fixed unselected indicators not being properly reset between sessions
Fixed multi-selection not working
Fade out unselected indicators
Desire clenaup (fixed missing filters in some classes), added GeneralDesire type
Added Building.Ownership component
Added Human+Shelter partial
Added UnitRank condition
Added UnitIsBuildingOwner condition
Added indicators for all units all the time
Version++
PlayerProgressionWidget now goes into modal state
Building placement doesn't resume when in modal state
Stone stockpile unlocks Stonecutter
Player can select non-unit entities, added entity info UI panel
Human overrides .SetView and requests a portrait update, removed
updated some text in basic tutorial
Fixed GPV scores not being correctly passed down from interaction desires.
Momentum drain is now passed down from interaction desires.
Additional info in agent behaviour debug.
WIP UI rework to deal with tribe ranks
Added some protection in UnitAttachments and Items to protect against missing items on load (It looks as though some items are being lost on save/load)
Added some bonuses to Collaboration execution to try and make units execute collaborations more reliably
Added a social need consideration to the start conversation goal - this should make units only start conversations if their social need is greater than 40%
Fixed exception in GroupHierarchy when loading a game
Fixed resources that deplete over time not unsubscribing from events and causing exceptions after loading a game
Lowered grass requirements for turf roofs
Collaborations will now expire if they exist for 4x the timeout, regardless of state (previously they could only timeout if their state was pending, that didn't catch collabs that are stuck for other reasons)
Fixed collaboration OnStateChanged event not getting hooked up when loading a game
Can now remove a collaboration from the debug panel
Changed some baby settings:
Gestation period: now 1 (was 4)
Baby Days: now 2 (was 8)
Young Days: now 2 (was 15)
New Time Since last birth consideration
Tweaked Breed goal scores to ensure it can actually occur
Made pregnancy notification medium severity so it has to be dismissed
PlayerTribe.SpawnStranger no longer NREs when there are no spawn points in the zone
Improved projectile leading calculation.
Re-added pity timer for projectile accuracy.
Thrown weapons should no longer unfulfill Possessions desires.
Possessions tidy up.
ProtoInclude PersistedGroupHierarchyData
Show group rank in debug view
Entity component refactor to prevent initializing twice
Added GroupHeirarchy boilerplate
SkillVerb now returns the name of the skill if it doesn't have a verb
Misc cleanup, UI
Fixed timestep defaults to 0.05
Pause the game when someone wants to join the tribe
SetDestination can ignore perception.
DSE should now skip considerations if all groups are empty.
Added stranger spawn to nospawns.
Fixed incorrect crafting failure notifications
Tribe tracker now requests a new portrait if a unit's view gets set
Humans changing age now recreate a new, age-appropriate view rather than just scaling up the child model
Added a new activity for when a baby grows up
Added a new activity for generic age changes eg. "PERSONNAME is now an Elder"
Added new {AGE} keyword (returns "child/adult/elder")
Added spawn_stranger console command
Better notification for the player's units being attacked by hostiles.
Fixed conversation topics being sorted inversely
Units can now specify random available clothing for their children
Fixed damage overlays named incorrectly on child views
Added "make_adult" command to turn a child into an adult
Conversations component holds list of conversation targets (other units) instead of looping through group members and all other perceived humans
Stranger's desire to join player tribe doesn't drain momentum
Removed TribeMemberAttacked activity
Strangers spawn with random gear
Let's not notify every time a unit enters combat.
Fixed bad desire selector warning
Higher tribe cohesion will now increase the chance that a stranger will approach and ask to join the tribe
KillSummary persistence.
Some null checking of KillSummary elements.
Activity system refactoring: removed all string comparisons, added cached enum conversion for asset defs