12,847 Commits over 2,619 Days - 0.20cph!
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Fixed missing stranger AI field in GroupMember on Human
New RPC conditional - IsActiveSecondaryItem
Moved some shield bash logic out of BaseMelee into BaseShield
BaseShield now derives from AttackEntity (since a shield can now attack things)
Exposed an ImpactSoundDefinition field for when a shield bash connects with a target (just put the regular wooden block def in for now, sounds ok)
Exposed bashDamageTypes on the BaseShield to control how much damage each bash can do (38 with 7 variance right now, same as sword)
Basic shield bash implementation
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
Shields have an exposed ImpactSoundDefinition that gets played when the player blocks an attack
Hooked up Block-Wood to the current test shield
Potentially fixed impact sounds not playing when getting hit
Added Urban City Set, WIP city biome for background
Hooked pick up animation into pick up rubbish action
Interaction points can now declare a animation type and string
Scale changes, multi-apply prefab tool
Reordered passenger init
Merging equipment_slot_rework
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Ran CodeGen to make new button input work
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Reverted the spell commit from yesterday
Lowered bravery stat to +10 so rats will attack people
Disabled wander to territory while raiding
Fix not being able to equip spells in offhand slot
Attempting to make equipped items update automatically after being equipped
WIP weapon switching work
Reverted threat reduction on raiding effect
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Fixed the misaligned text on the progression unlock popup
A few asset store packs + full github recheckout
Added a primary equipment and secondary equipment ItemContainer to PlayerInventory
2 slots each
Reduced belt size back down to 6
Updated Inventory Menu to point to the new containers
Saves now store a screenshot
Deleting a save file now deletes the screenshot
Reworked raid interaction system, units can now keep performing appropriate interactions once they are in the camp (they'll keep eating your stuff if you don't fight them)
Can now specify a min/max number of units to spawn per unit type
Reimplemented some interaction target raid logic, raids can now look for things to eat and go and eat them
Added rats to the raid list, rats can go into camp and eat your food
Defend ally logic can now be triggered if an ally is being attacked (was previously only triggered if an ally was attacking something)
Defend ally logic now sets the combat target to the unit that is attacking the ally
Reworked raids from a desire into a group component
Increased belt size to 12 (to cater for the primary/offhand slots)
Added an ItemContainerSource for the primary/offhand equipment slots (points to belt)
Fixed requiredEquipmentSlotType on DropMe not working for non-wearables
Longer duration to first raid
Added raid module to rats
Raiding animals can no longer flee
Can no longer disband raids (they either wipe out the tribe or get wiped out)
Added recommended staff counts to staff hiring screen
Calculated based on current props on board
Can cycle between release info
Added support for route requirements
RMB goes back in entity placement
New InputFieldManager to prevent input doubling
Auto focus search field in build menu
Fixed a debug tools wrapper NRE
Reworked defend ally goal plan (just makes unit run to ally under attack, doesn't check for perception, other combat modules should take over once the unit gets into range)
Added a condition type to check for a unit's role
Added a bravery effect for defenders to make them more likely to stay and fight
Added a PlayerDisabledRole activity