17,530 Commits over 1,614 Days - 0.45cph!
Improvements to woodcutting module
changed default value of material
renamed animal corpse shader to vertex colour hide shader
added vertex colour hiding to foxgove assets
Fixed NRE on load related to roles/possessions stuff
Moved animal cooking to Cook module
Added a log for SmartObject.CanSubscribe failing due to incorrect role
Fixed spit addong not being buildable (bad role override on the deposit interaction)
Fixed bad timestep getting saved
Fixed night skip getting stuck if you're skipping a short amount of time
People should now only stockpile things in stockpiles belonging to their designated role.
Fixe role override not being used in CanSubscribe.
Hopefully fixed rain sounds getting stuck
Disabled tribe creation
Various data
Disabled notification on AttribuetGain activity
Eat From Dispenser should now filter by food resources and items.
Carrots have Eat From Dispenser interaction and are also in the food category.
Refresh role icons when pressing tab to show all the folouts
Another roles foldout tweak
GPV score can no longer be negative
Testing some sleep scoring changes
Fixed GPVs that inherit score from an InteractionDesire not having Momentum applied
Fixed roles foldout not always autoclosing
Added button to skip night time when everyone is sleeping
Fixed Required By Blackboard Building filter option not checking resources
Fixed spit requiring construction
Fixed shonky hut requiring 27 grass to construct a turf roof
Fixed building upgrades triggering the building complete activity
Fixed time not unpausing when exiting a tabbed window
commented out tool desire creation upon failure of carrying required tool.
Nothing to craft notification should no longer show if the crafter is currently crafting.
Fixed ActiveBehaviourCondition awful copy paste.
Goal momentum on woodcutter module.
Roles now always disables other roles on assign.
Totally important editor things that took ages
ConditionSettingsWrapperDrawer can fuck off tbh
Fixed TabbedWindows double deactivation
removed bears and moved wolves to other side of island 1
removed various hunting area hints and put them on the appropriate spawners
hunter role unlocked from start.
spears in default possessions.
Made a bunch of AI for creating find desires when people can't do things.
Disabled said AI.
All stockpiles now unlock at the same time as standard buildings.
Fixed shitty delay after leaving a modal window
Building UI will refresh choices whenever player unlocks something and the widget is open
Added some scene UI for the biome data editor (button to refresh all biome objects in scene)
Fixed activity UI not being properly cleared and refreshed between sessions
Fixed unit attacked notification not clearing (potentially)
Biome fuckery
UI transition improvement