19,298 Commits over 1,614 Days - 0.50cph!
Spit cost upped to 20 sticks so constructing it is vaguely some sort of achievement
Workaround for triggers never getting triggered if they aren't used by any effects
Make PooledList<T> use FP.System's pooling so it wont allocate as much
Added Settlement Has Enough Housing need
Removed a smaller allocation PooledList was doing that isn't relevant anymore
stickpile has max sticks 5 & starting quanity 3
in OnPreprocessModel set importer.importVisibility = false
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Actual fix to triggers that aren't linked to effects.
updated script to remove colliders from lods
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.
null check in GoToSmartObject
Fixed animals not waking up
Added new overlay crafting icons for all crafting stations, visible when the player has a single unit selected
Some UI utility stuff for positioning elements that hold an entity reference, using the UIElementPositioning class
Made join request activity be created by the player's group instead of the joining unit so that it shows up in notifications.
Experiment with ticking AI modules at different rates
Increased tick rate, decreased frequency of some modules
Hide building slots (i think)
hopefully fixed other people's effects showing on the selected unit
Removed roles, replacing various checks for role with job or skill level checks
Jobs can be unlocked
Fixed effect added activity getting collated even if the effects are different
Added replace asset reference support
Nuked wood and food gathering jobs, replaced refs with gathering job
Added hunting, farming and healing jobs
Fixed entity filtering not filtering by flag correctly
Tick agent ECS every frame with no budget
Tick some more AI modules a bit slower
Remove Knowledge.SortEntityData
Removing some role icon stuff from the UI
Fix sometimes not finding the item to remove in the known entity list
Fix PooledList race condition and a duplicate key exception when telling a unit to build
Bring some changes over from tick_freq
Add some checks back that we probably need
Never skip active module scoring so units don't randomly switch tasks
Remove bleeding effect when revived.
Fixed NRE when commanding the same interaction more than once.
Edge scrolling speed scaling with distance.
Wants Basic Equipment activity expires when all possessions requirements are met.
Activity notifications update when any of the collated activities have their conditions met instead of waiting for all of them.
Logging for weird cast error that happened once in ItemAction.
Skill levels, related cleanup
Skill level data validation, editor bits