19,298 Commits over 1,614 Days - 0.50cph!
It is no longer possible for people to skin animals that are on the meat rack (or held by any other container)
Cleaned up BaseEntity enable/visual state persistence
Buildings can be deconstructed, no longer destroy deposited items
Refactored stockpile restriction stuff to support all entity types
Fixed session navmesh bake not working properly
Disabled combat music event
Nuked old TargetFilter.FindRaidInteraction
Campfire has spit addon by default, requires rocks to build and requires construction
Fixed building AI not supporting construction
Fixed black indicator icons
Basic Crafting unlock has crafting table as pre-req
Dequeued unlock notifications go to the top, not bottom
Added new unlock notifications widget
Fixed stockpiling roles unlocking before the stockpile had been built
Fixed roles widget showing incorrect counts
Unit indicators show current role, leader icons.
Improved unit indicator positioning (offset is scaled by zoom distance)
Building the stockpile now unlocks woodcutter & stonecutter roles
clear current building if the current Goal changes
Crafting unlocked when you build the crafting table
Tooltip and unit description text tweaks
Fixed UIElement animation not setting canvasGroup interactable property
Roles widget tweaks
Building.IsUsable uses ConstructionState.Progress
Fixed entityComponent.InternalOnDestroy not being called
Disabled auto-load of last save
Disabled pause on notify entirely
Fixed roles widget showing incorrect counts
Fixed selected unit widgets activation order causing some fuckery
Various fixes including people unregistering for building when going to sleep and forgetting about their thrown weapon after a while
Role counts widget, UI tweaks
Start combat activity no longer pauses the game
Quiver has pick up & equip interaction
added force complete button to GroupNecessities debug
Fixed potential NRE related to combat activity data
GroupNecessities OnHour hookup
TriggerSettingsWrapper cleans events on session change
Renamed the new Stockpile to not say it's for sticks.
Stockpiling unlock unlocks with crafting table completion
necessities tidy up.
distance consideration moved to bonus on picking up corpses to stockpile.
fixed fulfilling necessities in the wrong order causing them to not unlock properly
fixed GroupEntityFilter NRE