17,530 Commits over 1,614 Days - 0.45cph!
removed bears and moved wolves to other side of island 1
removed various hunting area hints and put them on the appropriate spawners
ConditionSettingsWrapperDrawer can fuck off tbh
Fixed TabbedWindows double deactivation
Totally important editor things that took ages
Goal momentum on woodcutter module.
Roles now always disables other roles on assign.
Nothing to craft notification should no longer show if the crafter is currently crafting.
Fixed ActiveBehaviourCondition awful copy paste.
commented out tool desire creation upon failure of carrying required tool.
Fixed time not unpausing when exiting a tabbed window
Fixed shonky hut requiring 27 grass to construct a turf roof
Fixed building upgrades triggering the building complete activity
Fixed spit requiring construction
Fixed Required By Blackboard Building filter option not checking resources
Added button to skip night time when everyone is sleeping
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