19,298 Commits over 1,614 Days - 0.50cph!
Building editor, bed prefabs, interactions etc
Make Sleeping Great Again
BiomeDefinitionEditor fixes
Restored OwnableCondition functionality
Actually fixed BuildingAssignmentWidget
IsCarryingEntityRegisteredToContainer fix, added to sleep and idle modules
Fixed BuildingAssignmentWidget not displaying
Fixed units being added to groups before being initialized, fixed duplicate key error from UnitPortraits.UpdateLiveCamera
Fixed registrations being cleared by bad OOE
InteractionSettings now defines what we want to register to the container instead of relying on an action.
Removed registration actions and updated interactions to use RegistrationModes.
Remove registered items from worker when unregistering instead of adding.
Added IEntity.RegisteredTo (IContainer) and RegisteredBy (Unit)
Added Unit.Worker.RegisteredEntities
Added IsCarryingEntityRegisteredToContainer modes, held check
AgentBehaviourSlot ticks once after successfully setting a new GPV
Eating AI gated by held registered entities condition, should stop people eating while carrying sticks or whatever for some other purpose
Fixed NREs on tribe create UI
People are much less likely to dance if they are in a bad mood, like after someone has died, for example
Fixed AIDesigner not rendering if there's a compile pending during playmode
Fixed game UI scaled canvas being too big
More command fixes, validation
Fixed LMB command flagging when not toggled into flag mode
Fixed deconstruct being primary command for buildings
Made it impossible to try to remove more items than the building contains during deconstruction and decay
Fixed GroupKnowledge.Reset clearing keys for KnownEntitiesByType (should only clear values)
Player command flagging overhaul (BEF-693, BEF-691, BEF-692)
UI scaling cleanup (BEF-694)
Potentially fixed BEF-681 (needs testing)
SettlementInhabitants skips dead people
Added grave component.
Added corresponding interactions and positions.
Removed bury unit machine process.
Backup in case this sucks