17,530 Commits over 1,614 Days - 0.45cph!
Added UI buttons for all the fullscreen windows (tribe/progression/diplomacy/knowledge)
cut out and split up sea edge
made grass light the same colour as grass again so we could use it to paint out grass from edges of cliffs
Tweaked some curves to try and prevent the basket pick up/drop loop
Fixed a container nre in TargetFilterUtility
Added Units to the player building placement collision mask - spawning buildings on top of units is pushing the units down onto lower ground layers
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it
Moved a rock spawner closer to the camp
Trees now give a good amount of sticks.
Trees that don't assign trunk view prefab will destroy the trunk view and can dispense any number of items.
Basic hut now requires 10 wood (was 16) and 5 rock (was 8)
Player assignment role via RMB checks unlock status
Filter target filtering returning 0 entities
Possession component persistance
Unified target filtering code into TargetFilterUtility
Fixed Attribute.SoftCap NaN
fixed being unable to select units when a dead unit is selected
PlayerBuildingPlacement no longer tries to pathfind check using dead units
Uncommented ConditionSettingsWrapperDrawer
Improvements to harvesting for other people's find desires
SmartObject.CanSubscribe checks unit's active role
Fixed Keyword base.name returning bad things
Actually fixed NRE in ProvidesItemDesiredByTribe (dont assume that dispensable contains items)
Added Attribute gains data to various skills
Fixed NRE in Condition.ProvidesItemDesiredByTribe
Added SKILL_VERB keyword
Added AttributeGain activity type
Fixed activity notification UI colors
Added portraits to activity notifications created by units
Portrait clone creation resets all animator parameters to their default values
Added config data for desire icons
ActivityData can override icon
ActivityData can override icon color
Added an IgnoreEmptyDispensers option to target filters
Switched the cook module filters back to first candidate mode and made them ignore empty dispensers
Harvesting roles AI for harvesting tribe desired items WIP
Switched a few cooking dispenser filters to all candidate mode, needs to evaluate multiple dispensers because the first dispenser could be empty
Possessions now stores a list of current possessions
Added actions/abilities and conditions for adding/removing and querying the current possessions
Item Management will no longer drop items that are in the possessions list
BehaviourChainFilters now have a CandidateMode allowing them to select the first valid candidate instead of filtering all candidates of the same entity ID.
Testing this in Crafting and Cooking modules.
Some fixes to goal failure activity.
Being unable to craft now generates the correct activity.
Goal Failure activity is now tracked by the Goal rather than the Agent.
Added a timer after which we repeat the activity if it is still ocurring.
Agent holds reference to their last failed Goal activity generator, to prevent spam
Activity gen editor stuff
made grass spawn on "grass light" & made grass light lighter than grass so its obviously different
Fixed sleep time speed not triggering
Fixed sleep speed not triggering if a unit in the group is dead
Fixed ActiveRole not getting updated after disabling a role
Fixed role widget not updating correctly after clearing a unit's role
Added cook module to cook role
Typo fix
Fixed active role field not being set properly on a load, also fixes role UI not being correct after load
Fixed activity notifications on low severity lingering forever
Activity Generation on Goal Failure WIP
Fixed building completion activity being generated twice