17,530 Commits over 1,614 Days - 0.45cph!
Player commands refactored to a single type for easier pooling and duplication
Updated Facepunch.System
Used Facepunch.Pool
Removed Pool, GameObjectPool
AIBehaviour cleanup, fixed bad profiler sample
Fixed NRE in AIBehaviour.ClearSmartObjectSubscription (agent's next interaction can be null)
Node graph editor cleanup, base node type with common util methods
Roles API method rename for clarity now that we no longer support multiple concurrent roles
Research station UI basics
AI designer node child position updates when dragging parent (ported from progression designer)
Fixed settlements skipping level 2's requirements
Radial menu command cleanup, NRE fix
Role defs on some craftables
Removed Unit.Progression component, moved item craft activity unlock functionality to GroupProgression
Item crafting now provides experience for the associated Role
Crafted items now have their quality determined by the role level of the crafter
GroupProgression & ResearchStation both persist current research items
Role levels is an enum
Added RoleLevel unlock mode
Cleaned up some unit selection events so that UI widgets (unit info, tribe tracker) dont get confused)
Fixed tabbed window hotkeys (tribe, progression etc) working with other modals are open
Fixed progression path choice being presented at settlement level 2
Tanner, farmer and shaman roles unlocks
Removed skill levels
Added role levels
Removed Cook, Defender, Fisherman, Herbalist, Potter, Stonecutter and Woodcutter Roles
Added Farmer, Shaman, Tanner and Weaver roles
All gathering and food related AI modules are now default
Research is now either global or station specific
Research mode unlocks can optionally define a required role and/or required station
Added interactions for research at craftsman, weaver, shaman and tanner stations
Roles component no longer supports multiple concurrent roles, saves RoleInfo with level and exp
Populated the progression graph with more content from the design doc
Baskets no longer require the crafting station
Version++
Fixed UI modal state event subscription issue causing some UI elements not to properly get their modal/isolated state
Only scale attached entities if they're not a unit
Cleaned up player command management, fixed BEF-173
Fixed TribveTrackerWidget ragging perf
Can Place Order condition now checks if we already have a crafting order for the desire (fixes people repeatedly asking people to craft them stuff)
hooked up pot stirring, caged idle, ill idle
Moved all player controller config to PlayerControllerConfig (in GameConfig asset)
Lots of changes in the aim of making corpses cookable on sticks.
Disabled the Goal for now because it's not quite there yet.
Added ItemAttachments UnitSource to get Units attached to held items.
Made Rat and Rabbit attachable to Stick.
Added IsAttachedToItem condition so we can check units as well as items.
Various TargetFilter tweaks and more.
Progression & tech tree designer improvements/cleanup
Populated some more parts of the new progression graph
ItemDesires that have a CraftingOrder created for them now reference the order instead of being fulfilled.
This means that if people find the thing they need they'll pick it up instead of waiting for the order to be completed.
Publicly exposed durability value in Decay component because sometimes we actually want that value.
Fixed the Value to show decay and not durability.
Fixed weirdness with tabbed window states
Fixed picking up items while bypassing animation not returning true and thus not completing crafting orders with self as recipient.
Fixed time range with 24hr duration scoring 0
Debug building spawn starts player building placement
Added Cheat.UnlockAll, removed unlock_all cmd
Added a temporary unlock definition for stuff that isn't currently anywhere in the progression
debug spawned buildings will now be added to settlements or create a new one if they are settlement creating buildings
reset next interaction when clearing smart object subscriptions. (should fix people constantly going back to the altar)
added altar to unlock data
Exposed game over conditions to scenario configs
Progression data
Removed CanMove property from Navigation and just using CanNavigate instead
Progression designer bits
Fixed player command cooldown
Progression settlement level unlock tweak
Fixed tabbed windows nav not working
Fixed empty stats in unity info widget
More UI, equipment widget prep