19,298 Commits over 1,614 Days - 0.50cph!
Make sure we load skill levels properly
merge from roles refactor
Cache savegame metadata so it doesn't reload more than it needs to
Turned down edge scroll speed a bit
Crafting unlocked at level 1
Job renames
Job UI only shows unlocked jobs
Fixed item editor NRE
Jobs UI improvements
Fixed goal nodes not showing continue job toggle
Crafting Station now defines Job and Craftable Items.
Nuked some old stuff that isn't needed anymore.
Crafting overlay only shows elements that the selected unit has the correct job for.
Crafting widget won't show items the selected unit can't craft.
Craft command only shows in radial if the selected unit has the correct job.
rebuilt trees to be one mesh until chopped down
NRE fix in dispenser interactions
Don't trigger settlement XP gain event unless value is non zero
Skill Gain to Settlement exp multiplier.
Return false in CanPerformJob if job isn't unlocked yet.
Added JobCondition.
Hunter Needs Weapon now checks if we're actually a hunter.
Needs now have a condition group for completion.
Hunter Needs Weapon completed if the unit is no longer a hunter.
added shadows back to trees (whoops)
Triggers on needs are now optional.
Needs are triggered by a set of conditions, and the same set of conditions determines fulfillment.
Edge scroll same speed as WASD
changing tree.cs to make shadow meshes batch
turned on enable gpu instancing on some materials
Activity can select whether we account for the creator or target when notifying the player.
JoinTribeRequest is now created by the unit wishing to join again.
Fixed IgnorePerception in SetDestination not actually ignoring perception.
Jobs can require building ownership slot assignment
Ownership assignment slots show for crafting stations as well as homes
Added WIP crafting station UI to the building inspector
missed file from last checkin
Removed crafting job from crafting modules.
Goals can continue current job if job is null.
Attackers will get as close as possible to their target if target is sleeping.
Fixed job toggles not showing
Experimenting with remembering the last tick result in order to make the modules compete with each other properly.
fixed some tree smothing issues
fixing more tree shading issues
disabled shadows so I can test on steam (will revert soon)
disabled shadows so I can test on steam (will revert soon) #2
Jobs that must be toggled via building slot assignment no longer show up in the toggles UI, and are disabled by default
Fixed missing icons for some hut ownable components