17,530 Commits over 1,614 Days - 0.45cph!
Baby gender is now determined and cached at birth rather than randomised when the baby grows into a child
Added new {BABY_GENDER} keyword to access the cached gender
Updated birth notification text so that it displays the gender of the baby, not the gender of the mother
Reproduction save/load stuff
Can now skip the baby to child stage with a "complete_baby" console command or via the debug panel
Fixed babies being destroyed on birth if the mother was wearing a backpack (backpack now gets unequipped)
Reproduction debug panel
Fixed OnDay callback in Reproduction not getting hooked up when loading a game mid-pregnancy
Fixed notification text on birth
Can now complete a pregnancy with a console command "complete_pregnancy" or via the debug panel
Added a "make_pregnant" console command
New group coherence consideration
Added group coherence as a consideration on Breeding module
Fixed PregnancyInfo accessor not being assigned (now gets the info from data)
Filled in text templates for pregnancy notifications
CraftItemProcessSettings now has a list of valid items.
CraftableParameters no longer has a required building.
Fixed Blackboard not getting passed down to failed goals and causing NREs in activity descriptions.
Fixed NRE when adding a new failure activity generator.
Nixed async shit
Removed GridPositions struct, functionality moved to BaseEntity
Update entity grid positional data on a separate thread via Task
Fixed various time/physics tickrate issues at extremely higher timescale (waiting for morning etc)
Added waiting UI overlay when skipping to morning
Made sure all view prefabs have highlighter and biome object components, updated utility to add these to all newly created view prefabs
Fixed PersistedCraftItemProcess persistence
Fixed skip to morning getting stuck at 100 timescale...
Timer ex, tests
Crafting stations are now a Machine with a MachineProcess.
Separate AI Goal for crafting at building.
Fixed potential bad handling of writing components to Blackboard.
Reduced max dispensed items for all trees and the quarry
exposed MaxAutoDispensedItems in dispenser editor
crafting table has slot transforms
Fixed node graph editors eating events when they shouldn't (fixes sidebar scroll)
Fixed auto dispense being insane
All trees auto dispense and replenish sticks
Quarrys auto dispense small rocks
item vertex colours blackness
Fixed broken renderer construction mappings for all 4 wooden huts & upgrades
MachineProcessSettingsEditor now adds interactions to the list and not machine processes
Data save, removed old field + migration code
nospawns spawner isn't underground
MachineProcess settings holds a list of interactions, validation migrates old data
MachineParameters.OnValidate no longer adds null interactions to the SmartObject
Standardised periodical dispensable changes (auto-dispense, replenishment)
Added missing "add interaction" button in SmartObject editor
Fixed ResourceView fucking up all the materials ever
Time controls blocked when skipping to morning
Clear buffer in IsRequiredForBlackboardCraftDesire
IsRequiredForBlackboardCraftDesire checks validity of interaction plans before writing to the blackboard
Tribe cohesion value now moves slowly to towards target value