19,298 Commits over 1,614 Days - 0.50cph!
Progression path choice fuckery (activity generation, removed old event, added player task to build altar / pick a path)
Enum gen
Moved TribeBuildingComplete activity generation to Building.SetFinished (first time only so as not to trigger on load), fixing addons not triggering this activity used for task completion
Player task to build leader's hut
Added copy button on base asset editor (not just in the databrowser) to copy and clean ids/validate
Crafting order list locked states, animator setup and scroll rect fixes
BEF-717: Disable edge scroll when inspectors are open (its annoying when scrolling content in the panels)
Building upgrades UI locked state consistency
Mark custom gamemode unlocks as seen on startup
Mark all starting unlocks as seen (BEF-714)
Fixed building management inspector not displaying for campfire
Marked altars as not game valid
More filtering & sorting of unlocks
BuildingPanelElement uses IPointerClickHandler instead PointerUpHandler (no longer possible to mouse down on an element then confirm placement with the mouse up)
Building choice locked state
Unlock strings, level to tier names
ActionChain is now drawn using SimpleArray instead of ReorderableList fuckery.
Action Chain elements show audio stuff.
IsPotentiallyUnlockable string fix
Building, crafting and upgrade/addon UIs now list content that can be unlocked by available means
Fixed shitty scrolling on various UIs
UI prefab env scene
Fixed EffectsEditor errors
Fixed AIAction returning audio sources when setting states other than broken/complete
Task indicator queue count
Player task keywords, UI fixes
Added Bark sound type.
Barks respect intervals between sounds defined in AudioManager.
Goats now use Goat voice.
Removed various audio bundles from goat anims.
Barks editor stuff.
Goat bark data.
transfer owners of an addon to a new addon in the same slot
Task tracking boilerplate, clear indicator if a task is completed or failed before being tracked
Upgrade buttons can no longer be clicked if no upgrades are available
Addons delegate their interaction positions to the parent entity if possible
Unit task indicators get populated on game ready, attempt to create on requirement check tick
Player tasks revamp; now triggered by Needs and used as group levelling requirements (tasks are triggered once experience and conditions are met)
Current addon shows current addon and can be clicked to deconstruct it
new mud bed and then position for mud and grass beds