19,298 Commits over 1,614 Days - 0.50cph!
Joining Settlements AI now only installed when we're trying to join a settlement.
Fixed settlement creation not showing leader bonuses until you switch the leader.
Put basic tools with the craftsman unlock.
WIP content to progress to level 3
Target/Contextual role assignment UI boilerplate
Building ownership assignment UI improvements
Units no longer clear combat target when target is outside of aggro range, only when they can't be perceived (fixes BEF-282).
Added option to skip a behaviour chain element if it fails (needs a bit more testing).
Target filtering data for cooking on spit.
Fixed NRE when removing comments in the AI Designer.
Fixed comment nodes not being removed from the module.
Eating on stick AI moved into the Food goal instead of competing with it.
Various AI other data tidy up and tweaks.
Building ownership assignment UI actually works
BEF-283: Building requirements for levelling up a settlement don't require the building to be constructed
Contextual role assignment UI, popup
Fixed building addon button tooltip lingering after click
Effects use NotificationTextData (consistent with needs and general activity generation, enabling support for collated text templates)
People should now switch an item to the other hand if trying to free up a hand with an item they can't stow.
Role XP tweaks.
Removed Settlement Happiness
Re-enabled "form own group" AI in Human - Joining Settlements
Settlement level up requires all settlement needs to be fulfilled
Updated unlock data to reflect the new tech tree.
Unlocks are now sorted by settlement level in the data browser.
ProgressionGraph OnValidate to remove nodes with null unlocks.
Enabled ResearchStation component on Hunting Station
Updated ASE
UI design
Remove redundant role def on UnlockDefinition
DataBrowser and AssetMenu grouping functions for needs and unlocks
Added UpgradeDefinitions to allow for easier handling of unlocking building upgrades through unlocks.
Added required food values to settlement levels.
Misc progression data.
Fixed it being impossible to level up a settlement if the level has no requirements.
Added method to destroy the appropriate amount of food in Supplies to pay for levelling up until we make the AI for this.
It is now impossible to level up if you haven't met all your Settlement's needs.
Cleanup of old levelling up conditions.
Progress bar on settlement widget now shows stored food instead of conditions met.
Jobs no longer allocated by % per settlement, instead just bools in the Unit.Roles component
Various UI
More UI
Jenkinsfile for Unity 2018.1.5f1
Fixed building placement widget showing when not in placement mode
Building placement hides inspector windows
Stat bar styling, colors
Fixed NRE in Settlement.Load
Crafting, build and research UI consistency
Settlement inhabitants UI WIP