19,298 Commits over 1,614 Days - 0.50cph!
Entity.AsX cast cache fields now methods with ToX() naming
Building inspector tab basics,
Fixed settlement level up notification staying hidden if you cancel building placement
Loading buildings no longer forces complete (this was finishing in progress constructions)
building grass mat uses Building shader
Fixed TargetFilterSettings blackboard key property NRES
Build Goal Target Filter Conditions to Condition mode instead of Selector
TargetFilterSettings NRE fix
FactProviders namespace cleanup
Consideration wrapper NRE fixes
Various fixes related to DSE wrapper type changes, nuked old unused types + assets
Condition wrappers now has 3 modes; condition (default), fact and target filter, replacing need for TargetFilterCondiiton and FactSelector assets
Consideration wrappers now have 2 modes; consideration (default) and condition, replacing need for ConditionConsideration assets
Various error fixes for save/load/pooling including:
Create a new ID when an entity leaves the pool.
Moved view EnterPool overrides to ResetMutableState.
CanSubscribe returns false if SmartObject is inaccessible.
Properly persist all Possessions Requirement fields
Call base reset methods in CraftItem and FuelToEffect
ItemFilterSet returns false for tool and food types if the item doesn't have the relevant component enabled.
Added initialize method to facts so that they can update stuff when the parent entity is re-used via pooling.
BuildingRequirementFact now updates the entity grid on initialize.
Various widgetry improvements.
Testing new health/sta colours.
Fixed pixel leakage on the belly gauge.
Activity notifications collapse
CommandWidget stroke tweaks.
Cut down on a couple of brushstroke effects because it was making things look busy.
Mergable BuildingInspector & related stuff.
ItemFilterSet persistence fix
Error logging when we try to add something to senses more than once (happens when loading)
Fixed persistence of IsEnabled status
correct scenario asset path
BlackboardInteractionPlans injector takes first interaction plan instead of evaluating and comparing all of them (fixes people prioritising items over resources).
Invoke construction started event on main construction.
Changed decay order so we always require at least one item to repair when decay starts.
BuildingRequirementFact listens to OnConstructionStarted
BuildingRequirementFactProvider sorts plans for the unit querying from FactSelector, sorts data
UI widget editor bits, removed CloseOnEscape component and replaced with functionality in UIWidget
Debug editor bits
Facts debug slightly more informative.
Goals can now have goal overrides and goal plan overrides.
Building Goal overrides idle Goals.
Fixed next interaction being able to override itself.