202,077 Commits over 4,171 Days - 2.02cph!
Fixed NRE in Condition.ProvidesItemDesiredByTribe
Added SKILL_VERB keyword
Added AttributeGain activity type
Optimization - Top tier merging internal and external models into one call
A little bit more safe guarding on Navigate to food.
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Fixed NRE spam when opening workshop inside editor while running client and server
Deployables inside building privilege do not decay (unless they require upkeep and it's not paid for)
More robust entity sensing.
Even more robust navigation to food.
Actually fixed NRE in ProvidesItemDesiredByTribe (dont assume that dispensable contains items)
Added Attribute gains data to various skills
Fixed Keyword base.name returning bad things
basics of a unit home/away kit colour matrix tool
SmartObject.CanSubscribe checks unit's active role
PersistentPerson on Character
Improvements to harvesting for other people's find desires
Uncommented ConditionSettingsWrapperDrawer
PlayerBuildingPlacement no longer tries to pathfind check using dead units
Christmas lights increased emissive strength
Festive door wreath pivot fix
fixed being unable to select units when a dead unit is selected
fixed the UVs on the hand mesh for all the weapons
Fixed Attribute.SoftCap NaN
Unified target filtering code into TargetFilterUtility
Possession component persistance
Filter target filtering returning 0 entities
Player assignment role via RMB checks unlock status
Basic hut now requires 10 wood (was 16) and 5 rock (was 8)
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.
Changing things where possible from using NetworkUser, to the more general PersistentPerson
Merge in latest from Main
Item Spawner now positions items above the ground, should fix some spawners spawning items clipping into the ground and falling below it
Moved a rock spawner closer to the camp