🦌 Carcass Butchering System (NEW)
- Creature carcasses now spawn when creatures die, preserving their ragdoll pose
- Progressive butchering - harvest meat, hide, bones, organs individually
- Decay system - Fresh → Rotting → Skeletal stages affect available parts
- Progress bar UI with control lockout (Tab/Escape to cancel)
- Tool requirements per body part (knife, cleaver, containers for liquids)
⛏️ Resource Harvesting Improvements
- Rock harvesting - Boulders now yield stone, flint, and other minerals
- All harvestable resources now interactable (not just "KeepOnHarvest" items)
- Tool requirements added to resource node definitions
- Fixed mesh variation selection - PCG spawners now correctly randomize meshes per instance
⚔️ Combat Fixes
- Fixed hit detection - Damage now properly applies to creatures
- Fixed combat damage calculation - Wounds correctly reduce HP
🗂️ Data & Tools
- JSON data exports for items, recipes, resources, weapons
- Tool capabilities schema - Items now define what tools they provide
- PCG Resource Spawner dropdown - Select resources from DataTable instead of typing IDs
🐛 Bug Fixes
- Fixed harvest system tag parsing breaking recipe lookups
- Fixed ISM target detection missing Harvestable/MOResource tags
- Fixed header include structure for cleaner compilation
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The deer are still not recruitable. Management remains firm on this policy.
