17,530 Commits over 1,614 Days - 0.45cph!
Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
Moved camera fx and Effects to after the lerp in weather transition
Removed old auto anim bools for shoulder carrying
Fixed bad super speed button tween
Fixed UnitPathWidget NRE
Updated crafting table prefabs
collision on the rest of the crafting buildings
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
More building related target filter improvements
Added `unlock_all` console command to unlock all items and buildings
Unlock cheat no longer unlocks non-player buildable things (e.g animal dens) and anything not flagged as game valid. Also ignores group progression locks
Unlock commands for each type (buildings, items, ai, all)
Items without views defined will be flagged invalid for game use
Crafting at building fixes
Added DataAsset.LongDescription field
Crafting window content cleanup, required tool + building display
Added some null checks to machine processes to protect against bad entities being passed in
Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat
Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
Added a corpse data type to track corpse states
Fixed Unit not not ragdolling if dead on loading
Added a corpse debug panel
Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
Component list on entity debug panel now displays if a component is enabled or disabled
fixed anim glitch when cooking meat where it wouldnt return to to idle
Updated collisions on bear headress view
Agent routines exit early when unit is dead or disabled
Removed OnEnabled / OnDisabled in EntityComponent
Pause transition cleanup
ActivityNotificationElement layout fixes
Refactoring ability target modes so we can better control radial commands in any given context
Player command refactor, added pooling support and generally cleaned up
Radial menu support for nested commands (WIP)
Merge from Progression Rework
Wearable colors persisted, synced on portrait clones
Fixed unlocks throwing an exception on save
Fixed clothing attempting to change colour before being equipped,was throwing an exception
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