19,298 Commits over 1,614 Days - 0.50cph!
Unit frames update role icon when role chnages
Fixed AI for putting corpse on fire not checking the cooking method.
Changed rat and rabbit cooking methods to spit.
Added research module to humans
interaction positions for lvl 3 campfire addon
researching plays a thinking anim instead of screaming
Research AI now checks the required role.
We no longer evaluate modules and goals that are lower priority than then active ones (solves some weird ping ponging).
Fixed replenishment using the auto dispense data for the timing.
Resources can now define a child resource that spawns at their position.
reduced number of sticks in the stick pile
SettlementCreation prefab fix.
Settlement widgets & related files
Nixed the tabs on the settlement inspector. Goes straight to jobs now.
Campfire now has basic crafting process.
All crafting is now player commanded.
Food can be stockpiled without a basket.
Fixed warning spam from UnitFrame
Fixed craft item machine process wrapper on campfire
Crafting widget only shows unlocked items.
Crafting widget shows all items that don't need a machine process if the station doesn't have one.
When crafting an item that doesn't need a crafting station people now sit by the fire to do it.
Fixed people dropping stuff they just crafted just to pick it up again because they want it
fix for activity notifications showing the same activity for the same unit more than once
Fixed people being able to take crafting orders they don't have the role for.
Fixed dead people being able to have needs.
Improvements to berry gathering AI.
Fixed an issue in which items in containers weren't getting properly handled when selecting all items to deposit to a stockpile.
fabric chest and leg items wip (assets are there but look bad)
Added UI.StatBar component (must be children of the unit inspector, currently)
UnitStatsTab only shows aquired (>0) skills, attributes set up in editor
made human male fabric clothes look better
Fixed CraftingOrderElement assign NRE
Fixed settlement level activity being created before settlement name assignment after creation
Added stack count display to Unit inventory tab
NRE fix for the AI Settlement not having a level
Fixed settlement info widget exp slider NRE
Non-player controlled settlements set their initial level in OnCreate
null check all the things
Fixed ProvidesRequiredItem not using its modes properly and just relying on a messy if else check against blackboard contents.
Cleaned up entity view fog management
Stick harvesting now has same goal momentum as stone harvesting.
Stick harvesting has wood gathering job.
Moved general gathering module down in priority
Corpse stockpiling moved to cooking module
Fixed Unit.Items.TrySwitchHands not checking whether the other hand can take a new attachment
don't require attachment points to harvest sticks
Fog of war state checks in some overlay UI
Target filtering does "cheap" taxonomy filtering before counting towards the max total entities
Stockpiling AI improvements
Needs UI basics
Unit equipment only shows occupied slots
Create needs from crafting failure/blocked activity
Moved trigger evaluation to centralised tick in EntityManager
Goal failure activity can also create Needs for the unit, and remove them on next completion
Fixed needs display not initing