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19,298 Commits over 1,614 Days - 0.50cph!

7 Years Ago
removed random human view that was floating around in the main scene
7 Years Ago
Rat scales
7 Years Ago
UI
7 Years Ago
Fixed bad game time passed test in AnimalRaid.ShouldRun
7 Years Ago
NRE fix
7 Years Ago
Ported raids to a game event, cleaned up diplomacy and other related bits Game events no longer require a trigger, have their own ShouldRun method
7 Years Ago
various progression related data
7 Years Ago
Cohesion will start to drain after a number of hours if requirements for a currently active necessity aren't met.
7 Years Ago
More UI
7 Years Ago
Fixed group nessssities component not being enabled on the tribe More UI bits
7 Years Ago
Group Entity Filter improvements. Added adult member count to Group. Necessities can now create Possessions requirements.
7 Years Ago
UI bits
7 Years Ago
Necessities improvements
7 Years Ago
Renamed ProgressionTier to Necessity. Moved Necessities to a separate component. Any Necessity which has been completed at some point will now remain unlocked. Unlock data tidy up.
7 Years Ago
Disabled scenario/map choice
7 Years Ago
Corpses should now detach from a spit once they have been fully consumed (no more items to dispense)
7 Years Ago
Fixed missing stranger AI field in GroupMember on Human
7 Years Ago
Fixed radial menu being isolated in modal state (other UI would fade out) Fixed vignette UI image blocking raycast
7 Years Ago
gui vignette tests
7 Years Ago
InfluenceAndTerritory.handleUnit ignores dead units
7 Years Ago
Removed old stockpiles from unlocks
7 Years Ago
Wood & stone stockpile data
7 Years Ago
Stockpile supports max amount per entity type
7 Years Ago
Actions.DropUnit adds the unit to Group.Supplies, if dead and non-human
7 Years Ago
Stockpile material anim reworked to support multiple meshes for various entity types
7 Years Ago
Compile fix
7 Years Ago
Tiers data, editor fixes
7 Years Ago
UI bits again
7 Years Ago
UI bits
7 Years Ago
Added activity for going up and down tiers and also for meeting and failing requirements. Cohesion events based on these activities. Supplies now only counts completed buildings for housing.
7 Years Ago
Reworked GroupProgression events. UI now correctly shows remaining requirements for the current level of progression. Building placement now resumes the game upon finishing.
7 Years Ago
stockpile that can hold sticks logs and stones but dosen't actually work yet
7 Years Ago
added IsUsable condition to deposit to stockpile interactions
7 Years Ago
loads of data apparently
7 Years Ago
Fixed being able to click accept/decline on a new tribe member pop up before it had finished animating in (pretty sure this was causing the soft lock when accepting a new tribe member)
7 Years Ago
Save
7 Years Ago
Data
7 Years Ago
UI save
7 Years Ago
GroupProgression events
7 Years Ago
ProgressionTierDefinitionEditor TribeProgression widget basics
7 Years Ago
Wrapping up some progression tier data so we can display nice things on the UI for each tier and the remaining requirements
7 Years Ago
Jenkinsfile
7 Years Ago
NRE fix
7 Years Ago
Simplified how we toggle UI modal state (UIscreen specifies a container canvasGroup for all widgets that are hidden by modals, which are held in an overlay canvas) Fixed Group.Leader being null (first added member is the leader by default)
7 Years Ago
fixed bad merge
7 Years Ago
Nuked HuntDesire and added ActiveHuntingArea to Combat Component.
7 Years Ago
Removed enum value
7 Years Ago
Data
7 Years Ago
Nuked GroupActionDesire
7 Years Ago
Cleanup