192,967 Commits over 4,049 Days - 1.99cph!
Placeholder icons on unlocks
Player indirect commands widget
UnitWidget
SettlementinfoWidget
Art files.
Resources can define a job required to harvest them.
Filtering by flagged will exclude flagged resources for which the unit doens't have the correct job.
adding avatar body materials/textures
Added jobs to UnitInspector
SelectedUnit layout tweak
UI files
Attribute color mods
People will now only gather items when getting materials for building or fire
Dispensed items now flagged for player command if the dispenser is.
AI data for filtering by flagged.
Entities can be flagged for player command/interaction
Added required stone and wood per group member fields for supplies scoring
Unit inspector tweaks
Crafting widget
Context menu
Added wood supply consideration to woodcutter module and made it actually consider wood and not stone
Players labels now based on the more generic IsAlly instead of just on gang affiliation
Close any open doors at end of round
Fix missing NPC interactable assignment that was stopping NPCs from working
Changed interaction trace back to radius 0, causing it to use the raycast again instead of spherecast. This fixes some doors returning the building they're in as the interactable, missing the door interactable and making it unopenable.
Context menu
Crafting window tweaks
Corpse cooking AI should check if the corpse is skinned or we have the tools to skin it
Gathering Goal on Hunting module now checks if we're already cooking
removed empty condition group
Fixed needs glow
Fixed item tooltips
Jogging actually drains some stamina, and not half a % per minute.
aiming at plants now shows a bunch of information about their state
Fixed global generic prompt not working
Reinstating changes that didn't come through the verge, due to the revert in #5243
Tab buttons will toggle if already active
Fixed bad human stat data
Merging in my building loading branch. Significantly improves level loading times on average.
Don't need these in OnDesroy, + causes errors with it there
Context menu modality, escape to close, animation
Activity/ActivityData IEquitable
Context menu fixes
SelectedUnitWidget
Art assets.
Attribute asset tweaks.
remove test avatar from main scene
Force Tick after setting combat target.
Fixed pingponging between targeting sleeping enemies and non sleeping enemies.
Break additive emote goal if in combat.
Implemented Goal Plan to make people wait if they want to perform an interaction but can't.
People should now pick up food as well as harvesting when filling the stockpiles.