19,298 Commits over 1,614 Days - 0.50cph!
First draft progression UI
People will now drop or stow things that are preventing them from performing an interaction
Fixed tutorial widget having a bunch of bad raycast targets
ActivityEnumGenerator fixes
Tutorials widget will show first incomplete task after displaying completion
Expoed ItemValue in ItemSettingsEditor
Tutorials manager/widget tinkering
Fixed missing assignment of background image field in ActivityNoficicationWidget
Tutorial tasks can now reference a new type called TutorialScreenSettings, which are they displayed via the FullScreenTutorialWidget
Singleton UI widgets can use UIWidgetSingleton
Spit cooking process will now detach the corpse once the cooking is done
Exposed a CanBurn flag to CookCookable
Fixed ProcessedBy not being set correctly on loaded corpses
Fixed corpses not attaching to a spit on load if they were cooking when saved
Added estranged tribe members that will join the player tribe when you go near enough.
Added some more stuff to the Lost And Found tutorials.
Items attached to other items should now properly reattach on load
Had to add an IsAttachedToOtherItem condition to the FindItemToDrop target filter to prevent the unit immediately dropping the item on load
Tutorial UI stuff, modal WIP
Re-wrote tutorial UI widget to use paging for tasks, only shows a single task at at time
Various tutorial/task widget fuckery
Tutorial & task UI cleanup
Fixed meat coming for a corpse not having the same cooked state as the corpse
Better display of an entities controller and group in the debug panel
Fixed building addons not inheriting the group and controller of their parent building
Fixed being able to pick up a unit that is already held
Fixed corpse nav mesh agents being turned on when attached to a spit
Custom unlock triggers are now working.
Game Modes define which tutorials will be displayed.
Added a time trigger which triggers after a certain amount of time.
Added some animation preview functionality to the Unit Attachments Editor
-Can now toggle on/off unit shoulder carrying animations for more accurate positioning
-Can now preview/modify attachment points for carried units
-Can set carried units into their IsCarried animation state for more accurate positioning
Fixed corpses not getting their isCarried animator state properly set when loading the game
Fixed attachment animator bools/positions for deer
Tweaked attachment position for carrying logs
Various activity subscription now using generated enums
game custom unlocks will now be locked at the start
UnlockDefinitionEditor cleanup
Let's cache the entities array in UnlockDefinitionEditor
Minor BaseAssetEditor tweak
added TODO for loading change I want to make without crashing the everything
reverted Database.cs which was inexplicably crashing the editor
game mode tweaks.
grouping for BaseEntitySettings AssetMenu.
Database Get doesn't care about paths dictionary now.
Activity category & type enum generation
Added IInteractionProvider.GetAllInteractions & BaseEntitySettings.GetAllInteractions
UI sprite cleanup/renames
Various UI polish
Fixed bad activity creation in GroupProgression
More corpse stuff
Remaining meat count should be accurate on load
Mesh+bone+materials should now be correct
More corpse save/load stuff, still has issues
Fixed some combat component load issues
Fixed component enabled state not being stored correctly (weird protobuf issue)
Fixed ComponentsWhenDead on unit initialization not respecting whether the unit is actually dead during initialization
removed Inspectable component
Fixed bad activity strings for unlocks.
Fixed things being unlocked twice.
Added inspection of hide to learn to make hats and beds.
Fixed unlocks throwing an exception on save
Fixed clothing attempting to change colour before being equipped,was throwing an exception
Wearable colors persisted, synced on portrait clones