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StatCollection update from data will ignore stat types that are not valid for the parent entity
Fixed restored smoke effect
Removed redundant SaveProgressionData() call
Removed Agent and Effects from IEntity, moved to IUnit
Moved a lot of Stats functionality out of StatsComponent in into StatsCollection
Groups no longer have a Stats component, only GroupStats which now owns a collection and has no persistence overhead
Rock, Survey charge, Water bottle, Water jug, Hammer - Updated to latest rig and arms, clean exports, anim changes, rebuilt prefabs
merging in Paul's changes
stats have unit classes.
stats no longer have entity type.
groups only have vitals and needs.
updated a bunch of Effects to use the new body temperature stat
body temperature now driven by min and max temperature stats
Fix for sometimes not switching to controller input mode
Stat importer now accounts for people who like in Europistan
Added deadzones for options navigation
Warmth need now uses body temperature.
Added definitions for min and max temperature.
StatsImporter uses float.TryParse and logs errors warnings when we fail
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
WarmupTime, WithFixedUpdate
Align, Sort
Removed some unused code
Shader organise
Right click on an item in inventory will now try to use the item (via primary option in ItemModMenuOption) if wearing the item fails.
Switched build settings
Network++
City collision fixes
update wip shooter animation/ controller
Added BaseWorldEntity.GetFaceMaterial (only works on static mesh and brush models atm)
Possible race condition fix
Added small collision piece for end of ramps
Automatically delete expired particle systems
temp effect while having powerup shield
improved powerup bullet and tentacle bullets
falling rain attack
swarm attack
fixed bug with adding prereqs
improved slowmo when getting hit or getting powerup
Add morph targets to skeletal import data
Allow base materials to be used on meshes that use morph targets
Better hover outline on slots.
Still working on sell zone stuff
pixelgroups drop powerups
couple sfx
tentacle anims
replaced tooltip positioning and offset with proper rect transform method
tooltips show on hover
fixed bad validate in ProtectionValue
Added drug zone area texture