19,298 Commits over 1,614 Days - 0.50cph!
Added [DatabaseInfo] attributes to every top level data type in the browser
Facts/reasoning layer boilerplate
removed hunt player command from human
put combat ability types back on basic abilities
UnitPathElement null check
Fixed Ownabled loading NRE due to Protobuf not liking empty arrays (nice find, Seb)
Knowledge component reset for pooling support
Hand axe durability doubled
Fixed visualFX increasing in scale every time they are re-used from the pool
ItemFilterSet can now filter by combat ability type.
Hunters want a ranged weapon instead of just any weapon.
ItemFilterSet partials.
Added "in supplies" bonus to Find Best
Cleaned up debug entity selection, added "sync with player controller" toggle
Action.DepositEntity debug stuff to catch destroyed entities from blackboard data bug
storage rack positional interactions
Fixed inspector close behaviour not respecting player controller pointer state
Removed selected building widget, added basic (placeholder) content to inspector
Wood trunks now provide 4 logs
SelectedBuildingWidget backup in case in this idea sucks.
Mouse buttons should close inspectors when clicking over world layers
Leader's Hut interaction positions
Disabled old AI for autonomous hunting and added AI for hunting only player command flagged units.
Fixed player command icon not appearing over flagged animals.
Player controller now clears last target IInteractable when pointer hits UI
Overhead unit indicators hide bar container if any all are inactive
Added Hunt player command
People can now take a corpse from the meat rack to skin it
Game manager extensions no longer store their own persisted data types, simplifies class generics
Fixed some issues with Possessions pooling (don't create defaults in Setup, moved to init)
Added proper VisualFX pooling
Version++
fur items female versions
changed testbox back to sandbox and enabled some spawners
Distance Consideration tweaks to account for square distance vs non square.
Food AI tweaks to stop people favouring far away resources over nearby onesx.
New UnitIndicators & related assets.
SelectedBuildingWidget stuff
Fixed rotten and burnt consumables having 0 food value, they now have very low food value and will incur a mood debuff (and possible sickness)
Added a bool to specify which entities get ignored from senses if not flagged.
Only ignore trees from senses.
Added some debug logging for bad distances in GoToSmartObject
Fix for distance consideration score clamping
Possessions enabling/disabling when leaving/changing settlement.
Consume value for carrots and yams
Last bits of table view fuckery
another table view property path
data browser table view drills into structs and classes, ignores some dumb types, ignores fields with HideFromTableView attrib
Possessions fulfillment time tweaks
Longer construction times
Interaction positions for construction on spit addon.
Proper fix for decal color issues