19,298 Commits over 1,614 Days - 0.50cph!
Fixed default unit target command
Stockpiles can optionally use attachment points like ItemContainer
UnitView alignment stuff gated by flags
WIP stockpile support for all entity types
Conditions.CanDepositItemToStockpile now CanDepositToStockpile, exposes blackboard key for relevant mode
Hunter AI for adding corpses to meat racks
Entity filtering can specify UnitAttachments as source for units and items
Fixed MeatRack having wrong interaction
Stockpile interaction command generator supports attached units
Disabled interior camera transition system until we make it not-shit
Removed close button and zoom meter from overlap map widget
Fixed info widget role icon not showing
Fixed CanDepositToStockpile reading wrong bbkey
Actions.DepositEntity no longer fussy about entity type
AI tweaks
UI tweaks
Camera initial distance
Multi-selected units UI
Group supplies boilerplate https://i.imgur.com/Zvet0.gif
Fixed building placement not un-pausing the game when cancelling placement
Added building placement guide UI
Disabled tab key roles foldout shit on UnitInfoWidget
remove TryGetEntityComponent
Group supplies hookups, UI
PlayerTribe supplies event fix
Threat At Target's Location moved to Penalty on Graze interaction (should stop herbivores from dying of hunger)
Take One Effect interaction actually takes one (and not all).
Sleep takes longer to regenerate energy.
Sleep AI tweaks.
People should now prefer a building they own over an available one.
Fixed TargetTerritoryConsideration failing if attempting to get the score of a unit and the unit wasn't in the Territory's unit list (now falls back to the position territory check like other entity types)
Moved TargetTerritoryConsideration from a consideration to a bonus in some cooking goals to try and make spit usage more common
Let's spawn a couple of big rocks near the starting area so it doesn't take forever to build the crafting table
turned off hide on deposit
update Entity.Position in Initialize.
added some Influence data.
fixed crafting NRE when crafting for self using machine.
Possessions now tries to remove find desires for possessions that are no longer required.
HasItem now has an overload that doesn't require outing an Item.
correct number of branches for basic hut
EntitySpawner can now create hints.
Spawned entities will be assigned to those hints.
Units will become aware of hints upon perceiving any entity belonging to that hint.
Fixed NRE when trying to move command non humans in editor.
Fixed a bunch of UI bugs, cleaned up indicator stuff
Quick hacky corpse.AttachToStockpile method
Hopefully fixed unit indicators getting stuck in the wrong state
Holding tab for overlay hides other unit indicators
Fixed role assignment window not scrolling
meat rack ap rotation changes
Cooking is a starting unlock