199,300 Commits over 4,140 Days - 2.01cph!
Made tanning rack building deposit interaction non-positional
fireball arrows slow movement
PlayerController.CanTick checks active GameUI view == play
Removed Builder Role and set up AI accordingly.
Made people more likely to want to go hunting.
Modal State should make cursor visible if it was hidden.
Various AI.
Filtering will now ignore anything with a disabled SmartObject.
Removed tribe tracker
GameCamera zoom distance increased to 400 (from 70)
Ported overview map screen to a new overlayed widget that activates based on camera distance
Moved building widget back to play view (no gameUI View switching enabled right now)
Contextual ability stuff for units in PlayerController (default to assign hunter role on any animal not currently attacking, otherwise just attack)
Various UI
Exposed Max Quantity of dispensable wrapper.
Max Quantity can no longer be less than Starting Quantity.
Disabled some overview map stuff
Refactoring network classes to not use Awake/Start/OnApplicationQuit/Update now that they're IBootstrap ScriptableObjects and those no longer get called
Hopefully fixed building UI
Bootstrap scene gone. New system essentially working
Separate client/server now working correctly. If you're Client, you can start on the new blank Init scene
Unselected units now get a grey highlight when they are occluded by objects, regular green highlight is applied if the unit is selected
Added an extra frame between creating a clone for portraits and taking the portrait, seems to help with the portrait issues
Fix NRE when right clicking a building under construction
water_well_d scene detail pass
meat rack, unlocked with stockpiles
potential fix for report cheat web browser opening when typing in chat
Better client side lower limit for physics.steps and physics.minsteps
Whoops, physics.minsteps fix
Attempt at Scientist LOS fix.
Converted some scriptableobject stuff to monobehaviour
Fixed default unit target command
Stockpiles can optionally use attachment points like ItemContainer
water_well_d scene fixes / quasi final state
UnitView alignment stuff gated by flags
WIP stockpile support for all entity types
Conditions.CanDepositItemToStockpile now CanDepositToStockpile, exposes blackboard key for relevant mode
Hunter AI for adding corpses to meat racks
Entity filtering can specify UnitAttachments as source for units and items
Fixed MeatRack having wrong interaction
Stockpile interaction command generator supports attached units
Disabled interior camera transition system until we make it not-shit