201,593 Commits over 4,171 Days - 2.01cph!
Units can have multiple active roles
Added button to pick inspection target, fixed inspection not working for all interactables
World stuff.
Fireball spell.
Items & manifest.
Stat manipulator editor fixes
UI fuckery
Added a couple of ActivityData constructors
Crafting using the component and orders is now fully working
Building placement uses material property block, no longer hide preview mesh after confirming placement (hidden on completion)
Merge from crafting component stuff
collaborations goal moved social need from bonus to consideration
more collaboration scoring fuckery
StatTypeSelection is no longer a struct
Removed craft item desire type and fixed various references to it
AI stuff. Going to change the ammo checking in ApexSelectItem but saving this version.
Put some checks to try and catch the NRE when right clicking on a building to assign a unit to builder (can't seem to repro in editor)
Fixed tribe tracker element descriptions reading "Builder" when initialised if a unit hasn't been assigned a role
AI item selection work. Not quite right at the moment
Fixed new role assignment scroll view not scrolling
Role descriptions on the tribe tracker elements no longer point at the wrong button
Hysteresis on AI distances. Prevents wavering on the edge of two distance-based options
Fixed Create Find Desire action to make a basket not using the correct enum (was serialized with an enum that no longer exists)
Fixed an NRE when building an addon
The group that is generated for a stranger that's joining a tribe is now destroyed if the invitation is accepted
Added a new tribe member cohesion event (positive)
Fixed unit group MemberInfo not being reassigned after a load, broke lots of UI
Merged back in subtracted ai stuff.
Added static building part prefabs
water_well_a backup/progress
update mini unit frame
more unit texture tweak
Loadbalanced AI senses.
Misc ai behaviour tweaks.
Hopefully fixed NRE in building commands and potentially other player commands
Junkpile spawn tweaks
Always show loot container health
Cleaned up activity defs implicit enum conversion crap
ItemAttachments.Tick is now completely removed from non-editor builds (not stubbed)
Entities need to opt-in to receive Tick calls
EntityManager ignores entities without tickable components better
Replaced Tree.Tick with coroutines
Fixed NRE in CommunityEntity.AddUI