224,183 Commits over 3,684 Days - 2.54cph!
made freezing idles a bool
Fixed Effects.GetCriticalEffect being shit
Visual FX destroy on entity destruction
Player controller cleanup
Reduced unit audio distance
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Humans no longer aligned to ground
Cure Sickness collaboration ability (recipient must be disabled).
Role definition "herbalist".
Target Consume Item action (target unit as behaviour target, item as blackboard item).
if human temp <20 then play freezing anim as idle all the time (should beable to still emote)
trying to stop bear noise from turtle
Multiple sorting masses, gets it working every time.
MatchHistoryEntry protobuf
Fever effect description is slightly more informative.
Renamed Mixture 1 to Cure Fever.
Somehow the Item Mixture1 View got messed up / removed. Adding it again (right now just an empty pot).
Mixture now cures sickness, which currently should remove the fever effect (1st iteration).
Added Fever Illness Effect.
Added TimeSinceEffect trigger WetFor30MinutesOrLonger.
Added entity sorting to put parents always before children on load.
Switched load order to call init methods before deserialize. Some other work on Load.
Cleaner initialize path. Tackling Load next.
Adding safeguards, notes etc
Definitely shouldn't be needed. All the code in NetworkEntity.Initialize() has been called earlier when loading.
Automated Windows Build #697
Automated Linux DS Build #697
Automated Linux Build #697
Force dxlevel 95 if no -dxlevel cmdline param specified
Item validation (default interactions)
added alleyways to 17 and exported
Senses ignores unit's items
Senses debug ray depth test off
Fixed item views getting the wrong mass
ItemSetttings.OnValidate ensures always have a default interaction (Pick Up if available)
Fixed turtle not workign (removed "ow" animation from the override controller as it breaks everything
Fixed the camera keyboard controls