192,957 Commits over 4,049 Days - 1.99cph!
Mostly events work. Merge to Main.
Hapis Islands monument progress
build linux menusystem/client bins
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
Fix some event bugs. Remove WeakEvent due to a couple of issues.
Crime events for characters+ other tweaks
Merge the latest from Main into my branch
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
Moved a few things around, added a way of rendering stuff in the editor window with a camera.
Lots of changes in the aim of making corpses cookable on sticks.
Disabled the Goal for now because it's not quite there yet.
Added ItemAttachments UnitSource to get Units attached to held items.
Made Rat and Rabbit attachable to Stick.
Added IsAttachedToItem condition so we can check units as well as items.
Various TargetFilter tweaks and more.
Progression & tech tree designer improvements/cleanup
Populated some more parts of the new progression graph
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled.
This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
Publicly exposed durability value in Decay component because sometimes we actually want that value.
Fixed the Value to show decay and not durability.
Fixed weirdness with tabbed window states
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
Fixed time range with 24hr duration scoring 0
Debug building spawn starts player building placement
Added Cheat.UnlockAll, removed unlock_all cmd
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
burner attack view trajectory points
trajectory points for cast attack view
tile marker now marks correct tile in attack state
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
menu leaderboard code fix
update menu ui
cleanup button map prefab
Bandit town progress / greyboxed wooden shack modular walls
More work on NPC sensory system.
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
added altar to unlock data
some trajectory cleanup, bug fixes
quick hacked in attack trajectory display test/setup
Exposed game over conditions to scenario configs
Progression data
Fixing some issues with dropped items not being in sync.
Removed CanMove property from Navigation and just using CanNavigate instead
Entities know if they're being carried and who's doing the carrying. Starting dropping.