193,465 Commits over 4,079 Days - 1.98cph!
Added ItemStatValue setup similar to ProtectionValue setup for tooltips in inventory.
Custom inspector for item stats properties
Gang building colours on the map
Sell zone colour matches controlling gang colour
Merge gang buildings into Main
Random gang creation colours. Less weed in editor belt
Let existing gang members create new gangs
Gangs dissolve if they have zero members (lessens the need for null checks on Leader etc). Fixed gang UI for leaving a gang
Merge in the latest from Main
More item description updates and fixes
Spider LOD test for collision performance
Trims and work on the instancing stuff
Nuked all the AI modules from every unit
Data save, various default modules
removed moveStateLerped definition value so it will update when unit is spawned
removed old movement bools
Wolf headdress placed with other attire, instead of having its own directory path and structure (wat)
Recategorized unprocessed attire to stop it from cluttering the in-game lists.
Silk clothing, silk strands and rolls, plus new icons.
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
ItemStatsProperties inherits ProtectionProperties
ProtectionProperties amounts are 0-300
hide HUD in talents and crafting window
tool tip orientations, arrows
Armor & attire overhaul wip
find attacker to fight checks for targetting again
hostility / comparison conditions cleanup
Renamed existing HostilityCondition to UnitTargettingConditon, added UnitHostilityCondition that actually uses our hostility types utility stuff
Optimised some editor stuff (create asset form type selection is now faster)
Animal defensive AI tweaks
trying to fix bears not attacking properly
cleaned up stat measurement and manipulator application to account for units no longer having all the stats
removed skill gain and calculations from animal combat