19,298 Commits over 1,614 Days - 0.50cph!
Fixed roles foldout not always autoclosing
Fixed GPVs that inherit score from an InteractionDesire not having Momentum applied
Testing some sleep scoring changes
GPV score can no longer be negative
Another roles foldout tweak
Refresh role icons when pressing tab to show all the folouts
Eat From Dispenser should now filter by food resources and items.
Carrots have Eat From Dispenser interaction and are also in the food category.
Disabled notification on AttribuetGain activity
Hopefully fixed rain sounds getting stuck
Disabled tribe creation
Various data
People should now only stockpile things in stockpiles belonging to their designated role.
Fixe role override not being used in CanSubscribe.
Fixed night skip getting stuck if you're skipping a short amount of time
Fixed bad timestep getting saved
Added a log for SmartObject.CanSubscribe failing due to incorrect role
Fixed spit addong not being buildable (bad role override on the deposit interaction)
Moved animal cooking to Cook module
Fixed NRE on load related to roles/possessions stuff
renamed animal corpse shader to vertex colour hide shader
added vertex colour hiding to foxgove assets
changed default value of material
Improvements to woodcutting module
ViewSpawner.OnValidate NRE fixes
nospawns setup for quarry testing
ResourceView updates material values in OnDispensed callback, if the dispensable is has UpdateMaterialValue set true
Fixed quarry view having convex collider
ResourceView.OnDispensed uses DispensableInfo.Quantity for material value
split up quarry collision
Added Mining skill
Quarry bits
quarry prefab ground collision
Removed preview data from BaseEntitySettings & affected editors (building, item)
Removed material requirements from Building system, whew
Who needs fucking labels anyway
Tree component adds all dispensed items + trunk to the fell-er's knowledge
Take from dispenser also adds dispensed items directly to knowledge
5 seconds wait after chopping tree
Getting target for a behaviour now uses Blackboard.GetEntity (fixed reading from Stockpile key as target not working correctly).
Woodcutting AI now chooses the stockpile first.
Stonecutting AI WIP.
Sticks and stones no longer require a role to be deposited to their stockpiles.
DispensableWrapper now has a spawn at unit position mode
Reinit hightlighter on hover
Stonecutter AI which somehow dupes stones infinitely into the stockpile
let's used ContainedBy instead of Container