200,092 Commits over 4,140 Days - 2.01cph!
Fixed time range with 24hr duration scoring 0
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
Fixed weirdness with tabbed window states
Publicly exposed durability value in Decay component because sometimes we actually want that value.
Fixed the Value to show decay and not durability.
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled.
This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
Progression & tech tree designer improvements/cleanup
Populated some more parts of the new progression graph
Lots of changes in the aim of making corpses cookable on sticks.
Disabled the Goal for now because it's not quite there yet.
Added ItemAttachments UnitSource to get Units attached to held items.
Made Rat and Rabbit attachable to Stick.
Added IsAttachedToItem condition so we can check units as well as items.
Various TargetFilter tweaks and more.
Moved a few things around, added a way of rendering stuff in the editor window with a camera.
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
Merge the latest from Main into my branch
Crime events for characters+ other tweaks
Fix some event bugs. Remove WeakEvent due to a couple of issues.
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
build linux menusystem/client bins
Hapis Islands monument progress
Mostly events work. Merge to Main.
More updates on sensory system refac. Cover point sensing now up to date.
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
hooked up pot stirring, caged idle, ill idle
more attack targeting/trajectory stuff
Can Place Order condition now checks if we already have a crafting order for the desire (fixes people repeatedly asking people to craft them stuff)
Cleaned up player command management, fixed BEF-173
Fixed TribveTrackerWidget ragging perf
Only scale attached entities if they're not a unit
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
Airfield and trainyard progress backup
CNR tidied some stuff up with the game mode
Removed skill levels
Added role levels
Removed Cook, Defender, Fisherman, Herbalist, Potter, Stonecutter and Woodcutter Roles
Added Farmer, Shaman, Tanner and Weaver roles
All gathering and food related AI modules are now default
Research is now either global or station specific
Research mode unlocks can optionally define a required role and/or required station
Added interactions for research at craftsman, weaver, shaman and tanner stations
Roles component no longer supports multiple concurrent roles, saves RoleInfo with level and exp
Populated the progression graph with more content from the design doc
Baskets no longer require the crafting station
Version++
Tanner, farmer and shaman roles unlocks
Fixed tabbed window hotkeys (tribe, progression etc) working with other modals are open
Fixed progression path choice being presented at settlement level 2