199,245 Commits over 4,140 Days - 2.01cph!
Fixed turtle not workign (removed "ow" animation from the override controller as it breaks everything
ItemSetttings.OnValidate ensures always have a default interaction (Pick Up if available)
Fixed item views getting the wrong mass
Senses debug ray depth test off
Senses ignores unit's items
added alleyways to 17 and exported
Item validation (default interactions)
Force dxlevel 95 if no -dxlevel cmdline param specified
Automated Linux Build #697
Automated Linux DS Build #697
Automated Windows Build #697
Definitely shouldn't be needed. All the code in NetworkEntity.Initialize() has been called earlier when loading.
Adding safeguards, notes etc
Cleaner initialize path. Tackling Load next.
Switched load order to call init methods before deserialize. Some other work on Load.
Added entity sorting to put parents always before children on load.
Added Fever Illness Effect.
Added TimeSinceEffect trigger WetFor30MinutesOrLonger.
Mixture now cures sickness, which currently should remove the fever effect (1st iteration).
Somehow the Item Mixture1 View got messed up / removed. Adding it again (right now just an empty pot).
Renamed Mixture 1 to Cure Fever.
Fever effect description is slightly more informative.
MatchHistoryEntry protobuf
Multiple sorting masses, gets it working every time.
trying to stop bear noise from turtle
if human temp <20 then play freezing anim as idle all the time (should beable to still emote)
Cure Sickness collaboration ability (recipient must be disabled).
Role definition "herbalist".
Target Consume Item action (target unit as behaviour target, item as blackboard item).
Humans no longer aligned to ground
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Player controller cleanup
Reduced unit audio distance
Visual FX destroy on entity destruction
Fixed Effects.GetCriticalEffect being shit
made freezing idles a bool