19,298 Commits over 1,614 Days - 0.50cph!
Added stat/value element stuff to EntityInspectionWidget
Added ShowOnUI and ValueColorGradient to StatTypeDefinition
Added StatsUtility.GetColor ext method for IStat, which uses the gradient defined in data evaluated
Building decay added to value elements in tooltip/detail overlay
Fixed an out of range in MenuScene
Fucked off DOF for now, just disable during tribe create
Added tribeCreate mode to DynamicDOF
Fixed loading UI not reseting values
Detail overlay UI only shows for buildings that have either active constructions or machine processes
Restore UI widgets to their default state when session ends
Cleaned up de-activation calls in various widget init routines in favour if using UIWidget.isActiveByDefault
Various other UI
Fixed NRE in GameSpeedControlsWidget
Detail overlay UI no longer blocks raycasts
Tab overlay UI is now toggled, shows building details
Standardised a bunch of UI element positioning code
Container registration WIP
crafting table update with small rock renderer for seb
idle AI tweaks.
Added next winning GPV button to debugger.
Fixed BeforeAtmosphericScattering shader func cases where unity_MatrixVP was no good
Fixed agent behaviour slots being reset by forced DM tick (event order was fucked)
More AI refactoring; got rid of SmartBehaviour/BaseBehaviour/IBehaviour and conslidated into single Behaviour class
Moved behaviour pooling from AIManager to Behaviour itself
Fixed player controller doing its primary raycast while doing marquee selection
Fixed another edge case in building placement
Fixed another edge case with game speed and successive building placement
Fixed successive building placements causing the game speed after placement to be incorrect
More AI cleanup
Night transition camera stuff
More low level AI cleanup and execution state refactoring
Fixed Effect not starting it's ActionChain properly
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
dropping unneeded stuff to work DM and low priority
Cleaning up Action/ActionChain and BehaviourChain state
attempt to stop sticks clipping in the ground while walking
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
AI Debugger revamp part 1
Force tick on behaviour complete
sleep time curves should make people want to go to sleep earlier
Fixed condition for nulling current goal
Player building placement collision checks ignores the anchor view when snapping to existing walls
Building UI anim tweaks
Cleaned up some current goal unsetting in DecisionMaker
Made decision heap management consistent for various scoring methods in DM
No longer possible to stow an item that was dropped while stowing.
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
ItemDesires created from possession now allow held which makes them actually get fulfilled.
Fixed NRE on EntityView during tree felling.
added more interaction positions for building the crafting table