17,530 Commits over 1,614 Days - 0.45cph!
Removed CanMove property from Navigation and just using CanNavigate instead
Exposed game over conditions to scenario configs
Progression data
added altar to unlock data
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
Added Cheat.UnlockAll, removed unlock_all cmd
Debug building spawn starts player building placement
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 all player controller config to PlayerControllerConfig (in GameConfig asset)
hooked up pot stirring, caged idle, ill idle
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
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
Role levels is an enum
Added RoleLevel unlock mode
Cleaned up some unit selection events so that UI widgets (unit info, tribe tracker) dont get confused)
GroupProgression & ResearchStation both persist current research items
Removed Unit.Progression component, moved item craft activity unlock functionality to GroupProgression
Item crafting now provides experience for the associated Role
Crafted items now have their quality determined by the role level of the crafter
Role defs on some craftables
Radial menu command cleanup, NRE fix
Research station UI basics
AI designer node child position updates when dragging parent (ported from progression designer)
Fixed settlements skipping level 2's requirements
Node graph editor cleanup, base node type with common util methods
Roles API method rename for clarity now that we no longer support multiple concurrent roles
Fixed NRE in AIBehaviour.ClearSmartObjectSubscription (agent's next interaction can be null)
AIBehaviour cleanup, fixed bad profiler sample
Player commands refactored to a single type for easier pooling and duplication
Updated Facepunch.System
Used Facepunch.Pool
Removed Pool, GameObjectPool
Fixed tribe tracker UI not showing
Fixed NRE in AIBehaviour caused by Reset order
Fixed fishing interaction having no tool requirements
Fixed some player commands not invoking
Don't enable NavMeshAgent when attaching Units to Items
Fixed player controller assigning incorrect command types
dodge without root motion
Correct position for rat on stick.
Cooking on stick AI enabled (but you still have to manually skin the corpse)