17,530 Commits over 1,614 Days - 0.45cph!
Fixed NRE in Combat.ReceiveHit (regression from VisualFX refactor)
Claim as home is not exposed to context menu
Fixed potential NRE in SmartObject.CanSubscribe when Entity.ContainedBy is null (@sebov this looks like your recent changes, please review, not sure if this should be possible or if null checking is good enough)
Need player task generation optional
Addons and Upgrades panels no longer close after selecting an Addon or Upgrade.
Proper refreshing of these panels when Addons or Upgrades are deconstructed.
Fixed some errors with Upgrade deconstruction.
Is Holding Any Registered Entity condition on various social AI.
Possessions tracks units carried by player command.
AI drops units that aren't required.
Interaction Positions for beds
Upgrades can be deconstructed from the upgrades panel
Fixed force complete not working and causing items to erupt out of buildings if they have any registrations
changed display names of tier 4 and tier 5 building to avoid conflicts in the debug menu
Fixed Command.Copy not copying BehaviourPlanSettings properly in some instances
More fixes to levelling up
Fixes for GroupProgression levelling up
Fixed various errors stopping addons from being buildable
Tweaks to showing stuff as potentially unlockable
Fixed current upgrade element being hidden
InteractionPositionEditor fixes
Progression path choice fuckery (activity generation, removed old event, added player task to build altar / pick a path)
Enum gen
Moved TribeBuildingComplete activity generation to Building.SetFinished (first time only so as not to trigger on load), fixing addons not triggering this activity used for task completion
Player task to build leader's hut
Added copy button on base asset editor (not just in the databrowser) to copy and clean ids/validate
Crafting order list locked states, animator setup and scroll rect fixes
BEF-717: Disable edge scroll when inspectors are open (its annoying when scrolling content in the panels)
Building upgrades UI locked state consistency
Mark custom gamemode unlocks as seen on startup
Mark all starting unlocks as seen (BEF-714)
Fixed building management inspector not displaying for campfire
Marked altars as not game valid
More filtering & sorting of unlocks
BuildingPanelElement uses IPointerClickHandler instead PointerUpHandler (no longer possible to mouse down on an element then confirm placement with the mouse up)
Building choice locked state
Unlock strings, level to tier names
ActionChain is now drawn using SimpleArray instead of ReorderableList fuckery.
Action Chain elements show audio stuff.
IsPotentiallyUnlockable string fix
Building, crafting and upgrade/addon UIs now list content that can be unlocked by available means
Fixed shitty scrolling on various UIs
UI prefab env scene
Fixed EffectsEditor errors
Fixed AIAction returning audio sources when setting states other than broken/complete
Task indicator queue count