192,973 Commits over 4,049 Days - 1.99cph!
Building placement checks for nearest settlement with extra padding (uses the settlement radius value for the building being placed)
Added Conditions.SettlementBelongsToMyGroup
Fixed tribe leaver unit selection not checking flags correctly
Settlement claimable state
Wearables & attachments weight in debug view
Fixed log stockpile selector using the wrong condition
Fixed woodcutters chopping down trees when there's no stockpile to fill (StockpileCondition now checks if we can deposit a specific item type)
Item pickup check no longer includes weight check from wearables
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ProtoIgnore EntityId.cachedEntity
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tunnel B scientists patrols
A and B lookat's
scene2prefab
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progress backup / tunnel A scientists patrols
People should no longer hunt if they're carrying a unit.
IsCarryingUnitCondition has a "Condition" mode.
fixup panel message parameters
move and attack commands now return false if they invalid actions
More combat callback cleanup
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Campfires can now be added to existing settlements
cmd verification base work
Various console command cleanup and error safety checks (resolving a bunch of crap on Sentry)
Combat no longer logs "trying to attack an invalid target" as an error, now under editor only combat logs
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Combat targetting callback cleanup
Fixed potential NRE in VisualFX destruction
Made it impossible for people to own more than 1 building/home (for now)
Ownable & Ownership cleanup
EntityId caching
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compound tunnel B improvements
light overgrowth pass
scene2prefab
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Unfinished characterstate work
Fix GetAnimInfo bailing on valid entities
Moved all Senses tick functionality to SensesSystem, Senses holds only data and some lookup API for that data
ItemAction callback cleanup, should fix invalid cast and pop errors if something is hooked up incorrectly
Reset role assignment UI via Refresh override