17,530 Commits over 1,614 Days - 0.45cph!
Nuked HuntDesire and added ActiveHuntingArea to Combat Component.
Simplified how we toggle UI modal state (UIscreen specifies a container canvasGroup for all widgets that are hidden by modals, which are held in an overlay canvas)
Fixed Group.Leader being null (first added member is the leader by default)
Wrapping up some progression tier data so we can display nice things on the UI for each tier and the remaining requirements
ProgressionTierDefinitionEditor
TribeProgression widget basics
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
added IsUsable condition to deposit to stockpile interactions
stockpile that can hold sticks logs and stones but dosen't actually work yet
Reworked GroupProgression events.
UI now correctly shows remaining requirements for the current level of progression.
Building placement now resumes the game upon finishing.
Added activity for going up and down tiers and also for meeting and failing requirements.
Cohesion events based on these activities.
Supplies now only counts completed buildings for housing.
Stockpile material anim reworked to support multiple meshes for various entity types
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
Stockpile supports max amount per entity type
Wood & stone stockpile data
Removed old stockpiles from unlocks
InfluenceAndTerritory.handleUnit ignores dead units
Fixed radial menu being isolated in modal state (other UI would fade out)
Fixed vignette UI image blocking raycast
Fixed missing stranger AI field in GroupMember on Human
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
Disabled scenario/map choice
Renamed ProgressionTier to Necessity.
Moved Necessities to a separate component.
Any Necessity which has been completed at some point will now remain unlocked.
Unlock data tidy up.
Group Entity Filter improvements.
Added adult member count to Group.
Necessities can now create Possessions requirements.
Fixed group nessssities component not being enabled on the tribe
More UI bits
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
various progression related data
Ported raids to a game event, cleaned up diplomacy and other related bits
Game events no longer require a trigger, have their own ShouldRun method
Fixed bad game time passed test in AnimalRaid.ShouldRun
removed random human view that was floating around in the main scene
fixed GroupEntityFilter NRE
fixed fulfilling necessities in the wrong order causing them to not unlock properly