17,530 Commits over 1,614 Days - 0.45cph!
Added harvesting sticks to woodcutter module.
Made some fixes to stockpiling AI that should allow people to stockpile sticks.
Rat raid now has more rats.
Added Rat Meat item that has less nutritional value than normal meat.
Leaving group now uses actual mood value instead of base.
AI Action sound support WIP
More fixes to cutwooding AI
Added Only Fight If Attacked bool to Combat Component.
Deer and Goats should only have a chance to fight if you attacked them.
Fixed Mood being set to 0 at game start due to the needs related mood cap having an initial value of 0.
Data for being able to craft various items.
Added crafting machine process for hunter station.
enabled grazing area spawns
enabled crafting station component on hunting station
Hunter can now directly deposit to hunting station stockpile.
Bonus for sleeping targets when setting hunting target.
People should now take corpses from the meat rack to skin them before putting them on the spit
Nice names for settlement levels
OnReplenished now triggered every time a dispenser item gets replenished.
ResourceView updates on replenish as well as dispense.
Different settlement level names
Position level up button above the fire instead of settlement position
Fixed people stowing their current weapon if it's a tool.
Got rid of a hacky gameobject activation thing in UI manager
Fixed loads of dummy job icons in the settlement inspector UI
Fixed missing animator param spam
Fixed various issues with activity UI elements not being properly dismissed or updated
Fixed activity UI updating text badly
Added condition to check if we possess an item matching a filter.
Fixed current weapon being removed from possessions.
Hunter needs weapon need no longer triggers when throwing weapon.
fixed notification text for very hungry effect
More notification text on hunger effects
Improvements to notification text generation from effects
KeywordsUtility -> TextUtility, cleaned up keyword replacement API (no longer using obtuse extension methods)
EntityName keyword implements IActivityKeyword and returns Activity.Creator.Name
More effects notification text
Settlement view position no longer updates to average of all buildings
Settlement level/experience revamp basics, building data stuff to prep for auto-addons for levels
Fixed PlayerProgression seen/unseen tracking being inverted (should fix little yellow icons on things the player hasnt looked at in various UI)
Fixed building UI not hiding content that is not flagged as game ready
Set interaction positions to free when they are enabled (fixes a bunch of them getting blocked)
Buildings can now defined a blocking radius, which is used during placement checks
Renamed DataAsset.IsGameValid to IsGameReady
Player Prefab, placement guide stuff
Fixed missing condition in has weapon trigger
Couple of editor fixes
Fixed building placement nRE
Settlement experience gain from role exp, research completion and first time building completion
Fixed settlement creation UI not showing
Building editor can toggle each available addon so they can viewed together
Various building addon/levelup prgoress
Collated text for can't find crafting ingredients activity.
Buildings now store a bounds in their data, used for placement checks and creation of blocker objects in the view
Various UI, fixed widgets controlled by Animators not having their state properly restored when switching screens (e.g. when pausing)
Added research AI module, conditions etc
Research UI fixes
Reworked the building categories.
Gave all buildables a description.
Tweaked some other names and stuff.
Building widget wip
Tooltip positioning
Some graphic filtering.