19,298 Commits over 1,614 Days - 0.50cph!
Player task provider fixes
Added GroupMemberConditions for evaluating a list of conditions for all members of a group
Added UnitHasNeed condition
Added CurrentGroupTier condition
ConditionalFieldAttribute overloads to use enum or int values instead of bool
PlayerTask completion conditions
PlayerTask editor
Builders workbench unlock task WIP
Fixed TimeTrigger firing early
Fixed asset list tree view sorting
Added building family defs for houses
Building tiers, families, upgradables
Databrowser tabs autogenerated from attributes
Addon slot types are now a definition.
Updated data accordingly.
Trigger system optimisation, delay support
Reduced skill gain from research to reasonable numbers.
TriggerSettingsWrapper.LastTriggerResult stores properly inverted value when applicable
TriggerSettingsWrapper stores last result and last trigger time
Add existing buildings to settlements when created by campfire placement
Nuked redundant progression designer tool
Tasks are now triggered directly by unlocks.
More placeholder data.
Improvements to strings displaying information about unlocks.
Various game events cleanup, logging
BEF-740: lding placement should auto-face to unconstructed campfires
BEF-744: Unit portraits should save when being updated live
BEF-732: Enable dirt decals for unconstructed buildings
Exposed addon type override labels in building editor
Berries are less plentiful and don't grow so quickly
Hooked up energy meter for selected units (BEF-737)
Building UI conditional content, label replacement
Restored crafting UI changes lost in merge from research UI
Initial implementation of unlock changes.
Data updating WIP.
Fixed GroupProgression.PreRequisitesUnlocked (makes craftable items clickable again, note that it also shows uncraftable items without them appearing greyed out).
Added activity to notify when no crafter is assigned but you have orders.
views for campfire seating and spit
More unlock data and placeholder entities
Various data in preparation for new tech tree
Crafting orders can only be taken from an owned station.
Get station from order when selecting the station to use instead of target filtering.
Filter worn items from stockpile requirements
Item pickup failure logging improvements
InteractionPlanFactProvider skips entities held by other units
furnace needs clay not mud
Removed global research unlock mode, a bunch of old research/tech tree UI
Fixed Items.OnSwitchComplete returning early due to bad state check
Removed Group levels
Needs can now specify a required Unlock
Possessions system use of group levels uses unlocks instead
Unlocks only have a single pre-requisite