17,530 Commits over 1,614 Days - 0.45cph!
Apply prefabs in addon editor.
Updated addon data.
Projectile view rotation hack
Disable foliage displacement on items we pick up (duh)
Added decal definitions, pooling, particle system spawner
Fixed NRE in Senses when spawning a Unit that has no Influence component
BuildingAddonSlotElement NRE fix
Projectile look at world up exposure
InteractionPlanFactProvider NRE catch
Tweaks to unit dropping AI
Set up hunting station unlock trigger stuff.
Fixed idle inspection AI.
StockpileRequirements fact is now per stockpile instance.
FactProviderSettings returns a list of providers instead of just one.
Fixed unit list task indicator
Removed a bunch of copy pasted components in unit list task indicators
Fixed missing new overlay assignment on building upgrades ui
Research UI now changes width based on tree width.
Tweaks to entity discovery unlock method.
Arrays of GameObjects for different research button states.
TaskIndicator widget & anims.
Extra enabled highlights for research buttons.
Unsaved inspector stuff.
BInspector tabs flush with the panel again.
unit indicator ping throttle
indicator tweaks
fixed EntityRef.Entity not being set for new refs (was only being set on load)
BEF-704: Port settlement inhabitants UI to standalone group members UI
BEF-395: Add overhead UI juice/sound when someone crafts something and gains skill
Machine FX overhaul, adding support for stages and FX when stopped
tier 4 and 5 building previews
Pipe through task provider units from discovery events and triggers in GroupProgression unlock checks
Fixed player task indicator FX not playing
Fixed AI not filling stockpiles before a settlement has been created
Split study/look at abilities, gated study ability by player discovery record
Worker debug panel
Fixed ItemTooltipWidget for items which don't have a decay component
PlayerProgression tracks discovered entities
Added idle discovery AI
Added IgnorePlayerDiscovered flag to CandidateEntityFilter
Added entity discovery unlock requirement type
Loom is unlocked by task, triggered by grass patch discovery
BuildingEditor sets the preview camera by default.
Added OnParentDestroyed method to BaseEntity.
Building uses OnParentDestroyed to destroy if parented (i.e. if it's an addon).
Builder's Workbench requires stockpile and hammer instead of trigger/task.
building station placeholder model
renamed buildings and fbx files to match current naming
Tier check checks if required tier is null
Tier I housing is starting unlock.
Marked tier unlocks as tier.
Fixed tier 0 house upgrades
Fixed errors with building inspector UI
Deleted duplicate exhausted effect
Grave unlock quest triggered by witnessing death activity
Palisades quest unlock after first animal raid
Trigger cleanup, added WorldTrigger for unity physics system triggers to invoke game event/TriggerSettings
Fixed Unit.Ownership not getting properly populated
Unit station prioritised job associated line
Job prioritisation basics;
-Added JobCondition.Prioritised mode
-Added HasPrioritisedJob condition
-Added Work.PrioritisedJob with timeout(defaults to 1hr game time)
-Added RMB commands to prioritise job associated with target entity
RMB to flag resources for gathering only works when you have no unit selected, otherwise it goes to context menu
Optionally display locked content, expose unlock string overrides
Player task accept/decline strings, task list UI animator fixes
Fixed Tetsbox scenario having no maps (cause out of range error in new game UI), added warnings to data validation when scenario has no maps