193,798 Commits over 4,079 Days - 1.98cph!
Merge in latest from Main
Changing things where possible from using NetworkUser, to the more general PersistentPerson
Trees now give a good amount of sticks.
Trees that don't assign trunk view prefab will destroy the trunk view and can dispense any number of items.
Basic hut now requires 10 wood (was 16) and 5 rock (was 8)
Player assignment role via RMB checks unlock status
Filter target filtering returning 0 entities
Possession component persistance
Unified target filtering code into TargetFilterUtility
Fixed Attribute.SoftCap NaN
fixed the UVs on the hand mesh for all the weapons
fixed being unable to select units when a dead unit is selected
Festive door wreath pivot fix
Christmas lights increased emissive strength
PlayerBuildingPlacement no longer tries to pathfind check using dead units
Uncommented ConditionSettingsWrapperDrawer
Improvements to harvesting for other people's find desires
PersistentPerson on Character
SmartObject.CanSubscribe checks unit's active role
basics of a unit home/away kit colour matrix tool
Fixed Keyword base.name returning bad things
Actually fixed NRE in ProvidesItemDesiredByTribe (dont assume that dispensable contains items)
Added Attribute gains data to various skills
More robust entity sensing.
Even more robust navigation to food.
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
Fixed NRE spam when opening workshop inside editor while running client and server
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A little bit more safe guarding on Navigate to food.
Optimization - Top tier merging internal and external models into one call
Fixed NRE in Condition.ProvidesItemDesiredByTribe
Added SKILL_VERB keyword
Added AttributeGain activity type
CareerTeamDatabase now assigns team kit IDs at career creation.
CareerTeam now has a KitID and serializes it with saves.
Career matches now apply kits.