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Unit station prioritised job associated line
Job prioritisation basics;
-Added JobCondition.Prioritised mode
-Added HasPrioritisedJob condition
-Added Work.PrioritisedJob with timeout(defaults to 1hr game time)
-Added RMB commands to prioritise job associated with target entity
RMB to flag resources for gathering only works when you have no unit selected, otherwise it goes to context menu
Optionally display locked content, expose unlock string overrides
Player task accept/decline strings, task list UI animator fixes
Fixed Tetsbox scenario having no maps (cause out of range error in new game UI), added warnings to data validation when scenario has no maps
BuildingWidget list has a proper bottom.
ui.bg.sidebar l/r use the right mat and shader.
Dirt decal grass displacement improvs.
Being hungry doesn't make you whine emote about it. Only very hungry.
Task complete/fail sounds
Unlock notifications
Prevent command flagging for commands associated with jobs that are not unlocked or assignable
BEF-752: Tasks UI needs to display completion conditions
BEF-756: Tasks UI covers unit inspector
BEF-729: VFX is visible in fog of war
Various task stuff
Fixed task provider flag checks
Builder station task completion conditions
SettlementBuildingCount -> BuildingCount, condition supports both settlement and group entity list evaluation
PlayerTaskDefinitionEditor improvements
Building upgrade button hookup, TODO impl notes for building replacement
Small hut unlock renamed to Tier1 housing tier unlock
Building config list of tier unlocks in sequence (for future validation usage)
Removed some redundant methods from GroupProgression
Trigger unlocks now check unlock upon triggering.
Trigger handler result inversion consistency
Cleaning up trigger event signatures
SliderControl directional indicators
UnitHasNeed overrides correct evaluate overload
Fixed GroupProgression not initializing triggers properly
GroupMemberConditions filter by unit flags
GroupMemberConditions now Generic condition type, overrides correct Evaluate method
Group Wants New Houses trigger added to Building Station unlock
Unlocks use TriggerHandler
Nutrition related triggers & stuff.
Various food/hunger tweaks.
SelectedUnitWidget fixes.
Exposed one arrow so that we don't forget about it.
Selectedunitwidget:
Fixed the borked red critical highlight.
Calibrated the belly.
New arrows for movement. Single & double.
Trigger eval now includes Group ents
Fixed various addons missing an addon type ref