19,298 Commits over 1,614 Days - 0.50cph!
Merge from Progression Rework
Unlock Activity creation tweaks
More improvements to progression system, looking pretty good now.
Added/tweaked some progression data.
Player command refactor, added pooling support and generally cleaned up
Radial menu support for nested commands (WIP)
Refactoring ability target modes so we can better control radial commands in any given context
Pause transition cleanup
ActivityNotificationElement layout fixes
Agent routines exit early when unit is dead or disabled
Removed OnEnabled / OnDisabled in EntityComponent
Updated collisions on bear headress view
fixed anim glitch when cooking meat where it wouldnt return to to idle
Component list on entity debug panel now displays if a component is enabled or disabled
Fixed corpse component not getting set to enabled on a load, this was breaking butcher interaction
Added a corpse data type to track corpse states
Fixed Unit not not ragdolling if dead on loading
Added a corpse debug panel
Better Load logic on corpse to replicate the state of the corpse on save, still some outstanding issues
Added some null checks to machine processes to protect against bad entities being passed in
Fixed CorpseCooked activity named incorrectly in code, was throwing an exception after cooking meat
Enabled ItemAttachments component on stick item, was disabled and preventing cooking (still had data for meat and fish, so presumably was enabled at some point)
Added DataAsset.LongDescription field
Crafting window content cleanup, required tool + building display
Crafting at building fixes
Items without views defined will be flagged invalid for game use
Unlock commands for each type (buildings, items, ai, all)
Unlock cheat no longer unlocks non-player buildable things (e.g animal dens) and anything not flagged as game valid. Also ignores group progression locks
Added `unlock_all` console command to unlock all items and buildings
More building related target filter improvements
Reworked TargetFilter.FindBuildingToGatherFor DSE (same group, influence in bonuses, not base score)
collision on the rest of the crafting buildings
Fixed UnitPathWidget NRE
Updated crafting table prefabs
Fixed bad super speed button tween
Removed old auto anim bools for shoulder carrying
Moved camera fx and Effects to after the lerp in weather transition
Removed "In Starting Pool" bool from BuildingSettings & ItemsSettings
Show entity id in debug tools
HumanUtility.GiveRandomClothing exempts items we already have
Fixed Agent.SimTickDecisionMakers not clearing DSE caches when the unit is selected by player and the command cooldown is active
Exposed IsCachable on conditions and considerations
Fixed Improved Spear missing weapon component
ItemActionSettings now logs the name of the item
Item management module condition tweaks
Fixed UnitPortraitManager.EnableCameraUpdate not being reset