19,298 Commits over 1,614 Days - 0.50cph!
Menu stuff
Added Unity UI extensions
Building view renderer improvements WIP
Cancelling and uncancelling during the initial construction will now cancel/resume the total construction of main building + default upgrades instead of just whichever one is currently active.
Fixed view not being hidden on resources that should hide when empty
Fixed allow no tool not working properly.
Validation to allow no tool on interactions with 0 tool types defined.
changed default month to 4 so grass is green
Trait selection screen.
Buncha new icons & changes.
Default upgrades now get added to the total progress when constructing a new building.
Everything but trait selection screen.
Item quality gives a bonus to Tool effectiveness (action time)
Item quality gives a bonus to weapon damage
Item quality gives a bonus to durability/decay rate
Nuked InteractionPlanData class, moved properties to InteractionPlan
IsCarryingRequiredTool returns true if it's an interaction that doesn't require any tool types or if AllowNoTool is enabled
Fixed IsCarryingRequiredTool out of range error
more clothing not working
ToolUseParamters, replaces list of ToolType defs
Made some more GC free enum flags ext methods, replaced usages (Hostility, UnitAges, UnitGenders, UnitAttachmentPoints)
Stats debug manips foldouts
Senses data fov/los bools, debug tweak
Fixed animals not getting stance effects
Fix for people getting stuck when trying to attack targets they can't perceive
Toggle UI locked icon size up
Cancel current construction.
Undo cancel current construction.
Cancel deconstruction.
Job management UI toggle state fix (was not possible to toggle station associated jobs off)
Fixed building highlight including preview mesh renderer
Worker Events fix
Nuked old BuildingConstructionState file
Job changes update all management UI elements
Job management UIs will refresh via Worker.OnJobChange callback
Assigning jobs through the inspector UIs with assign to first available station worker slots when appropriate
Cleaned up job management UI checks for available stations
Cancelling construction WIP.
AI Modules can now be specific to Player controlled or AI controlled Controllers.
Added Idle Module for AI controlled humans to stop them wandering far from their settlement.
"Bastards" tribe is now neutral instead of hostile
Correct icons in Command Widget array
Disable dispenser interactions when dispenser is depleted
trying to add leaf clothes to weaving station
male and female leaf clothing
Replace SkipOnFailure bool in BehaviourChainElementParameters with an EvaluationModes enum.
Harvesting flagged resources now uses the complete on succeed evaluation mode on the various possible interactions.
Fixed abilities with null jobs not appearing on the context menu.
Holding control will make RMB perform the command on click.