19,298 Commits over 1,614 Days - 0.50cph!
Fixed abilities with null jobs not appearing on the context menu.
Holding control will make RMB perform the command on click.
Replace SkipOnFailure bool in BehaviourChainElementParameters with an EvaluationModes enum.
Harvesting flagged resources now uses the complete on succeed evaluation mode on the various possible interactions.
male and female leaf clothing
trying to add leaf clothes to weaving station
Disable dispenser interactions when dispenser is depleted
Correct icons in Command Widget array
"Bastards" tribe is now neutral instead of hostile
AI Modules can now be specific to Player controlled or AI controlled Controllers.
Added Idle Module for AI controlled humans to stop them wandering far from their settlement.
Cancelling construction WIP.
Cleaned up job management UI checks for available stations
Job management UIs will refresh via Worker.OnJobChange callback
Assigning jobs through the inspector UIs with assign to first available station worker slots when appropriate
Job changes update all management UI elements
Worker Events fix
Nuked old BuildingConstructionState file
Job management UI toggle state fix (was not possible to toggle station associated jobs off)
Fixed building highlight including preview mesh renderer
Cancel current construction.
Undo cancel current construction.
Cancel deconstruction.
Toggle UI locked icon size up
Fix for people getting stuck when trying to attack targets they can't perceive
Senses data fov/los bools, debug tweak
Fixed animals not getting stance effects
Stats debug manips foldouts
ToolUseParamters, replaces list of ToolType defs
Made some more GC free enum flags ext methods, replaced usages (Hostility, UnitAges, UnitGenders, UnitAttachmentPoints)
more clothing not working
Fixed IsCarryingRequiredTool out of range error
IsCarryingRequiredTool returns true if it's an interaction that doesn't require any tool types or if AllowNoTool is enabled
Item quality gives a bonus to Tool effectiveness (action time)
Item quality gives a bonus to weapon damage
Item quality gives a bonus to durability/decay rate
Nuked InteractionPlanData class, moved properties to InteractionPlan
Everything but trait selection screen.
Default upgrades now get added to the total progress when constructing a new building.
Trait selection screen.
Buncha new icons & changes.
changed default month to 4 so grass is green
Fixed allow no tool not working properly.
Validation to allow no tool on interactions with 0 tool types defined.
Fixed view not being hidden on resources that should hide when empty
Cancelling and uncancelling during the initial construction will now cancel/resume the total construction of main building + default upgrades instead of just whichever one is currently active.
Building view renderer improvements WIP
Menu stuff
Added Unity UI extensions