19,298 Commits over 1,614 Days - 0.50cph!
Fixed bad activity strings for unlocks.
Fixed things being unlocked twice.
Added inspection of hide to learn to make hats and beds.
removed Inspectable component
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
More corpse save/load stuff, still has issues
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
UI sprite cleanup/renames
Various UI polish
Fixed bad activity creation in GroupProgression
Activity category & type enum generation
Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
game mode tweaks.
grouping for BaseEntitySettings AssetMenu.
Database Get doesn't care about paths dictionary now.
reverted Database.cs which was inexplicably crashing the editor
added TODO for loading change I want to make without crashing the everything
Minor BaseAssetEditor tweak
Let's cache the entities array in UnlockDefinitionEditor
UnlockDefinitionEditor cleanup
game custom unlocks will now be locked at the start
Various activity subscription now using generated enums
Fixed attachment animator bools/positions for deer
Tweaked attachment position for carrying logs
Fixed corpses not getting their isCarried animator state properly set when loading the game
Added some animation preview functionality to the Unit Attachments Editor
-Can now toggle on/off unit shoulder carrying animations for more accurate positioning
-Can now preview/modify attachment points for carried units
-Can set carried units into their IsCarried animation state for more accurate positioning
Custom unlock triggers are now working.
Game Modes define which tutorials will be displayed.
Added a time trigger which triggers after a certain amount of time.
Fixed corpse nav mesh agents being turned on when attached to a spit
Fixed being able to pick up a unit that is already held
Better display of an entities controller and group in the debug panel
Fixed building addons not inheriting the group and controller of their parent building
Fixed meat coming for a corpse not having the same cooked state as the corpse
Tutorial & task UI cleanup
Various tutorial/task widget fuckery
Re-wrote tutorial UI widget to use paging for tasks, only shows a single task at at time
Tutorial UI stuff, modal WIP
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load
Added estranged tribe members that will join the player tribe when you go near enough.
Added some more stuff to the Lost And Found tutorials.
Fixed corpses not attaching to a spit on load if they were cooking when saved
Fixed ProcessedBy not being set correctly on loaded corpses
Exposed a CanBurn flag to CookCookable
Spit cooking process will now detach the corpse once the cooking is done
Tutorial tasks can now reference a new type called TutorialScreenSettings, which are they displayed via the FullScreenTutorialWidget
Singleton UI widgets can use UIWidgetSingleton
Fixed missing assignment of background image field in ActivityNoficicationWidget
Expoed ItemValue in ItemSettingsEditor
Tutorials manager/widget tinkering
Tutorials widget will show first incomplete task after displaying completion
ActivityEnumGenerator fixes
Fixed tutorial widget having a bunch of bad raycast targets
People will now drop or stow things that are preventing them from performing an interaction
First draft progression UI