17,530 Commits over 1,614 Days - 0.45cph!
Reduced CollaborationRequest initial pooling
Added min interval for collaborations, pooling for requests
increased AI tribe spawn blocker size on island 1
space in null target error
Pregnancy Father no longer notifies
Fixed missing profiler end sample
Fixes to next interaction stuff
Display unlock requirements on locked jobs
Added command to sleep in building which automatically finds the best bed.
Hidden Sleep In Bed from context menu.
Interactions can optionally disable "wait for next" support, various DM cleanup and more consistent usage of interaction modes
Put spawn blocker back on island 1
Fixed some usages of CanPercieveHostileUnits fact
Moved item previews to consistent folders
Added another check to ConditionSettingsWrapper.OnValidate so that desired result is exposed for bool facts
Fixed human idle AI not working due to desired condition result validation
UnlockDefinitionEditor fix
Displaying unlocks in the UI now uses GetUnlockString and checking of display requirements.
Removed potentially unlockable fuckery.
Updated some unlock data.
Re-enabled item/equipment interactions in context menu on self/selected unit
Disable RMB to flag for harvesting, context menu includes player command flags if they're configured for it
Unlocks can define required unlocks for UI display, negates other requirement checks (still builds a string if there's no override)
Reduced or removed stamina drains from various effects (temperature, encumberance)
BEF-766 Animator state for tasks doesn't properly get reset
couple of bugs for tier 5 buildings
building small tier 5 tweaks
tier 5 small and medium houses
Data validation for DesiredResult on ConditionSettingsWrapper for modes that don't use it.
Removed goal failure activity.
Set up crafter needs items need with conditions.
Evaluating condition groups with an entity uses a blackboard owned by the utility instead of the non blackboard overload.
swapped medium and large tier 2 houses
added SLOT_LARGE_XX SLOT_SMALL_00 objects to the buildings
Check if we have a registered crafter before registering to a crafting station
clock icon, indicator tweak
Fixed group members widget not being closed by escape or world clicks
Disabled job prioritisation check in CanPerformJob
Fixed crafting AI not working due to ownable/slot changes
NRE fixes caused by some UI element lists getting serialized in building UI
Reduced task assignment FX scale
Fixed icon indicator not showing
Fixed context menu debug display issues
Removed Interaction.SetDesiredBuilding fomr context menu
Added interaction remove/replcaement tools (Before/Tools/Interaction Tools)
Unit indicator has optional overhead icon, action def can toggle their overhead icons in data
Jobs no longer use station assignment/ownership
Added action visual FX support
Added context menu data debug in UI widget inspector
Added combat target line + highlight for selected units
UI order
Reduced strength debuffs on hunger related effects
Nav debug
Task popup NRE fix
Activity feed style widget test
Building widget UI scaling fixes
Stone harvesting sounds
Berry bush completion sounds
NRE fix caused by AI Action not nulling completion sound bundle when pooled
UI interactables no longer get command evaluation for context menu
Fixed RMB not flagging resources when player has no units selected
Dispensables can define a sound on action completion