19,298 Commits over 1,614 Days - 0.50cph!
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)
Role possessions requirements are now defined per-level. Requirements from the previous level are removed.
Role levels apply stat manipulations
Settlement levels define tribe-wide possession requirements
Settlement level requirement check logs
Removed possessions importance value
Item type enum gen, more roles def editor
Removed duplicate ListComponent since it's in Facepunch.System
Add existing people to the first settlement when it gets created.
Settlement level 1 requires hand axe.
People now cook stuff on stick.
Renamed "replacement" settlement level possession reqs
Player controller selection tweak to hopefully fix info widget not always displaying
Fixed Roles component adding possession requirements for inactive roles when the level changed (i.e. on init)
Fixed settlement level possession reqs not creating desires
Fixed unit info widget not showing properly when selecting units
Added some API for settlement inhabitant joining/leaving. Units now have Settlement level driven possession requirements added/removed approriately
Settlement radius now has a global bonus value which is calculated as more buildings are built
Containers can now be restricted to the first entity type that gets deposited
Added container persistence data
People will now fill storage baskets with berries from their handbaskets when possible
Better settlement level 2 conditions
Unit group join/leave cleanup, NRE fix