19,298 Commits over 1,614 Days - 0.50cph!
Added research AI module, conditions etc
Research UI fixes
Buildings now store a bounds in their data, used for placement checks and creation of blocker objects in the view
Various UI, fixed widgets controlled by Animators not having their state properly restored when switching screens (e.g. when pausing)
Collated text for can't find crafting ingredients activity.
Fixed settlement creation UI not showing
Building editor can toggle each available addon so they can viewed together
Various building addon/levelup prgoress
Settlement experience gain from role exp, research completion and first time building completion
Fixed building placement nRE
Fixed missing condition in has weapon trigger
Couple of editor fixes
Player Prefab, placement guide stuff
Buildings can now defined a blocking radius, which is used during placement checks
Renamed DataAsset.IsGameValid to IsGameReady
Set interaction positions to free when they are enabled (fixes a bunch of them getting blocked)
Fixed building UI not hiding content that is not flagged as game ready
Fixed PlayerProgression seen/unseen tracking being inverted (should fix little yellow icons on things the player hasnt looked at in various UI)
Settlement level/experience revamp basics, building data stuff to prep for auto-addons for levels
Settlement view position no longer updates to average of all buildings
More effects notification text
EntityName keyword implements IActivityKeyword and returns Activity.Creator.Name
Improvements to notification text generation from effects
KeywordsUtility -> TextUtility, cleaned up keyword replacement API (no longer using obtuse extension methods)
More notification text on hunger effects
fixed notification text for very hungry effect
Added condition to check if we possess an item matching a filter.
Fixed current weapon being removed from possessions.
Hunter needs weapon need no longer triggers when throwing weapon.
Fixed activity UI updating text badly
Fixed various issues with activity UI elements not being properly dismissed or updated
Fixed missing animator param spam
Got rid of a hacky gameobject activation thing in UI manager
Fixed loads of dummy job icons in the settlement inspector UI
Fixed people stowing their current weapon if it's a tool.
Position level up button above the fire instead of settlement position
Different settlement level names
OnReplenished now triggered every time a dispenser item gets replenished.
ResourceView updates on replenish as well as dispense.
Nice names for settlement levels
People should now take corpses from the meat rack to skin them before putting them on the spit
Hunter can now directly deposit to hunting station stockpile.
Bonus for sleeping targets when setting hunting target.
enabled crafting station component on hunting station
enabled grazing area spawns
Data for being able to craft various items.
Added crafting machine process for hunter station.
Fixed Mood being set to 0 at game start due to the needs related mood cap having an initial value of 0.
Added Only Fight If Attacked bool to Combat Component.
Deer and Goats should only have a chance to fight if you attacked them.
More fixes to cutwooding AI
AI Action sound support WIP
Added harvesting sticks to woodcutter module.
Made some fixes to stockpiling AI that should allow people to stockpile sticks.
Rat raid now has more rats.
Added Rat Meat item that has less nutritional value than normal meat.
Leaving group now uses actual mood value instead of base.
GroupMember and GroupNeeds components ignore non-player controlled entities
UnitFrame stat bar cleanup, contextual display for stamina and energy
Entity.Ownable uses slots
Settlement level progress is displayed as screen space widget
Various UI