17,530 Commits over 1,614 Days - 0.45cph!
Needs now have a condition group for completion.
Hunter Needs Weapon completed if the unit is no longer a hunter.
Skill Gain to Settlement exp multiplier.
Return false in CanPerformJob if job isn't unlocked yet.
Added JobCondition.
Hunter Needs Weapon now checks if we're actually a hunter.
Don't trigger settlement XP gain event unless value is non zero
NRE fix in dispenser interactions
rebuilt trees to be one mesh until chopped down
Crafting overlay only shows elements that the selected unit has the correct job for.
Crafting widget won't show items the selected unit can't craft.
Craft command only shows in radial if the selected unit has the correct job.
Crafting Station now defines Job and Craftable Items.
Nuked some old stuff that isn't needed anymore.
Fixed goal nodes not showing continue job toggle
Fixed item editor NRE
Jobs UI improvements
Crafting unlocked at level 1
Job renames
Job UI only shows unlocked jobs
Turned down edge scroll speed a bit
Cache savegame metadata so it doesn't reload more than it needs to
merge from roles refactor
Wants Basic Equipment activity expires when all possessions requirements are met.
Activity notifications update when any of the collated activities have their conditions met instead of waiting for all of them.
Logging for weird cast error that happened once in ItemAction.
Edge scrolling speed scaling with distance.
Remove bleeding effect when revived.
Fixed NRE when commanding the same interaction more than once.
Add some checks back that we probably need
Bring some changes over from tick_freq
Fixed entity filtering not filtering by flag correctly
Fixed effect added activity getting collated even if the effects are different
hopefully fixed other people's effects showing on the selected unit
Hide building slots (i think)
Made join request activity be created by the player's group instead of the joining unit so that it shows up in notifications.
Added new overlay crafting icons for all crafting stations, visible when the player has a single unit selected
Some UI utility stuff for positioning elements that hold an entity reference, using the UIElementPositioning class
Fixed animals not waking up
null check in GoToSmartObject
testing + and - buttons on crafting widget directly assigning and removing orders.
removed superfluous adding of order to list that was causing the orders to exist twice.
Null check in CraftingOrderElement.
Tree should assign the player commanded status to the trunk now.
updated script to remove colliders from lods
Actual fix to triggers that aren't linked to effects.
Dispensables now have a min and max starting quantity.
Stick piles start with 1-4 sticks
Unified various popup windows so that they're consistently tied to the notification feed
GameEventManager has removal buffer, fixes IOEs when playing event that end instantly
in OnPreprocessModel set importer.importVisibility = false
stickpile has max sticks 5 & starting quanity 3
Removed a smaller allocation PooledList was doing that isn't relevant anymore
Added Settlement Has Enough Housing need
Make PooledList<T> use FP.System's pooling so it wont allocate as much