19,298 Commits over 1,614 Days - 0.50cph!
Movement mode AI to higher priority
Human basic attack range to 0
switched priority of changing combat ability with attacking to hopefully avoid people using the wrong abilities sometimes.
Nuked MinAngularSpeed from nav data, Navigation sets angular speed from data every frame (for tweaking)
Work time consideration returns 1 all the time (pending exposure as a player controlled mechanic)
updated unitview magic unitLookAtLerpSpeed number to match peturs turn speed changes
Added CloseOnEscape utility component, replaces manually doing this in update for various UI widgets
UI management now uses gameobject active state
More UI, equipment widget prep
Fixed empty stats in unity info widget
Fixed tabbed windows nav not working
Progression settlement level unlock tweak
Fixed player command cooldown
Progression designer bits
Removed CanMove property from Navigation and just using CanNavigate instead
Exposed game over conditions to scenario configs
Progression data
added altar to unlock data
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
Added Cheat.UnlockAll, removed unlock_all cmd
Debug building spawn starts player building placement
Fixed time range with 24hr duration scoring 0
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
Fixed weirdness with tabbed window states
Publicly exposed durability value in Decay component because sometimes we actually want that value.
Fixed the Value to show decay and not durability.
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled.
This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
Progression & tech tree designer improvements/cleanup
Populated some more parts of the new progression graph
Lots of changes in the aim of making corpses cookable on sticks.
Disabled the Goal for now because it's not quite there yet.
Added ItemAttachments UnitSource to get Units attached to held items.
Made Rat and Rabbit attachable to Stick.
Added IsAttachedToItem condition so we can check units as well as items.
Various TargetFilter tweaks and more.
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
hooked up pot stirring, caged idle, ill idle
Can Place Order condition now checks if we already have a crafting order for the desire (fixes people repeatedly asking people to craft them stuff)
Cleaned up player command management, fixed BEF-173
Fixed TribveTrackerWidget ragging perf
Only scale attached entities if they're not a unit
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
Removed skill levels
Added role levels
Removed Cook, Defender, Fisherman, Herbalist, Potter, Stonecutter and Woodcutter Roles
Added Farmer, Shaman, Tanner and Weaver roles
All gathering and food related AI modules are now default
Research is now either global or station specific
Research mode unlocks can optionally define a required role and/or required station
Added interactions for research at craftsman, weaver, shaman and tanner stations
Roles component no longer supports multiple concurrent roles, saves RoleInfo with level and exp
Populated the progression graph with more content from the design doc
Baskets no longer require the crafting station
Version++
Tanner, farmer and shaman roles unlocks