200,349 Commits over 4,140 Days - 2.02cph!
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
tile marker now marks correct tile in attack state
trajectory points for cast attack view
burner attack view trajectory points
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
Added Cheat.UnlockAll, removed unlock_all cmd
Debug building spawn starts player building placement
Fixed time range with 24hr duration scoring 0
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
Fixed weirdness with tabbed window states
Publicly exposed durability value in Decay component because sometimes we actually want that value.
Fixed the Value to show decay and not durability.
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.
Progression & tech tree designer improvements/cleanup
Populated some more parts of the new progression graph
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.
Moved a few things around, added a way of rendering stuff in the editor window with a camera.
Removed welfaremanager and welfare payment support. This is something that can be integrated into a specific game mode rather than being a general feature.
Merge the latest from Main into my branch
Crime events for characters+ other tweaks
Fix some event bugs. Remove WeakEvent due to a couple of issues.
Fixes, mainly extra checks to stop NREs when quitting in editor due to the unpredictable order everything gets destroyed in.
build linux menusystem/client bins
Hapis Islands monument progress
Mostly events work. Merge to Main.
More updates on sensory system refac. Cover point sensing now up to date.
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
hooked up pot stirring, caged idle, ill idle
more attack targeting/trajectory stuff
Can Place Order condition now checks if we already have a crafting order for the desire (fixes people repeatedly asking people to craft them stuff)
Cleaned up player command management, fixed BEF-173
Fixed TribveTrackerWidget ragging perf
Only scale attached entities if they're not a unit
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
Airfield and trainyard progress backup
CNR tidied some stuff up with the game mode