192,973 Commits over 4,049 Days - 1.99cph!
Airfield and trainyard progress backup
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
Only scale attached entities if they're not a unit
Cleaned up player command management, fixed BEF-173
Fixed TribveTrackerWidget ragging perf
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)
more attack targeting/trajectory stuff
hooked up pot stirring, caged idle, ill idle
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
More updates on sensory system refac. Cover point sensing now up to date.
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