17,530 Commits over 1,614 Days - 0.45cph!
ToolUseParamters, replaces list of ToolType defs
Made some more GC free enum flags ext methods, replaced usages (Hostility, UnitAges, UnitGenders, UnitAttachmentPoints)
Stats debug manips foldouts
Senses data fov/los bools, debug tweak
Fixed animals not getting stance effects
Fix for people getting stuck when trying to attack targets they can't perceive
Toggle UI locked icon size up
Cancel current construction.
Undo cancel current construction.
Cancel deconstruction.
Job management UI toggle state fix (was not possible to toggle station associated jobs off)
Fixed building highlight including preview mesh renderer
Worker Events fix
Nuked old BuildingConstructionState file
Job changes update all management UI elements
Job management UIs will refresh via Worker.OnJobChange callback
Assigning jobs through the inspector UIs with assign to first available station worker slots when appropriate
Cleaned up job management UI checks for available stations
Cancelling construction WIP.
AI Modules can now be specific to Player controlled or AI controlled Controllers.
Added Idle Module for AI controlled humans to stop them wandering far from their settlement.
"Bastards" tribe is now neutral instead of hostile
Correct icons in Command Widget array
Disable dispenser interactions when dispenser is depleted
trying to add leaf clothes to weaving station
male and female leaf clothing
Replace SkipOnFailure bool in BehaviourChainElementParameters with an EvaluationModes enum.
Harvesting flagged resources now uses the complete on succeed evaluation mode on the various possible interactions.
Fixed abilities with null jobs not appearing on the context menu.
Holding control will make RMB perform the command on click.
Various work modules have conditions preventing them from being performed if we are wounded or bleeding
Moved notification text below other fields in Effects Editor (fixes said text not displaying).
Make Effects Tick Again.
Removed check for other existing effects having the same add/remove actions.
Fixed Effects component not being ticked on minute.
Passed out effect should now be removed when energy has been regained.
Being able to resume construction once deconstruction has started WIP
eye blink offset gets set on init to desync blinks on tribe create
It's now possible to deconstruct buildings before they have finished being constructed
Default upgrades are now added to a queue, and when the building is ready they now have to be constructed instead of being magically added.
Harvesting flagged resources AI now checks all dispensing interactions, not just take one.
Fixed it being possible to get an empty behaviour chain if all behaviour elements are flagged as skippable.
Should no longer be possible to attack disabled target.
Various hiding from UI of abilities.
Made sure all herb resources have the general gather player command
Hopefully fixed NRE when deconstructing buildings
making eyes blinking great again
tree pine fbx change to match manual changes on prefabs
more eye fixes (probably nothing but unity said it changed when I saved)
Tree trunk item doesn't pool views.
Logging for trying to return null view or view without prefab data.
Disabled GroupDeath bravery debuff.
SettlementMorale no longer NaN if settlement bravery is 0
fixed pine tree impact fx (no idea why the previous way was broken)
vertex coloring carrots and yams
resource tweaks and yam patch