17,530 Commits over 1,614 Days - 0.45cph!
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
TriggerSettingsWrapper cleans events on session change
GroupNecessities OnHour hookup
Fixed potential NRE related to combat activity data
added force complete button to GroupNecessities debug
Quiver has pick up & equip interaction
Start combat activity no longer pauses the game
Role counts widget, UI tweaks
Various fixes including people unregistering for building when going to sleep and forgetting about their thrown weapon after a while
Fixed selected unit widgets activation order causing some fuckery
Fixed roles widget showing incorrect counts
Disabled pause on notify entirely
Disabled auto-load of last save
Fixed entityComponent.InternalOnDestroy not being called
Roles widget tweaks
Building.IsUsable uses ConstructionState.Progress
Fixed UIElement animation not setting canvasGroup interactable property
Tooltip and unit description text tweaks
Crafting unlocked when you build the crafting table
clear current building if the current Goal changes
Unit indicators show current role, leader icons.
Improved unit indicator positioning (offset is scaled by zoom distance)
Building the stockpile now unlocks woodcutter & stonecutter roles
Fixed roles widget showing incorrect counts
Fixed stockpiling roles unlocking before the stockpile had been built
Added new unlock notifications widget
Dequeued unlock notifications go to the top, not bottom
Basic Crafting unlock has crafting table as pre-req
Fixed black indicator icons
Fixed session navmesh bake not working properly
Disabled combat music event
Nuked old TargetFilter.FindRaidInteraction
Campfire has spit addon by default, requires rocks to build and requires construction
Fixed building AI not supporting construction
Refactored stockpile restriction stuff to support all entity types
Buildings can be deconstructed, no longer destroy deposited items
Cleaned up BaseEntity enable/visual state persistence
It is no longer possible for people to skin animals that are on the meat rack (or held by any other container)
Campfire FX tweaks, fixed duplicate FX being spawned
Fixed TargetSettingsName NRE