255,042 Commits over 3,990 Days - 2.66cph!
Fixed incorrect building % calculation
Fixed percentage stat modifiers not working, cleaned up Stat+Modifiable so that we no longer store two seperate lists of modifiers... (wat)
Item handling tweaks and cleanup
Fixed BehaviourChain not firing OnBehaviourCompleted event + UnitBehaviourWidget not updating properly
Removing island02 from build settings
PlayerController tweaks (don't remove sleeping flag when adding to unit's) behaviour chain
Desire tinkering
Renamed Agent+Goals partial and methods to Agent+Behaviour
Don't recalculate decision score when adding to existing player instigated goal/behaviour chain
Reset UnitBehaviourWidget on goal completion
Unsetting active combat ability when unequipping weapon
smartobject_test wall layer fix
Unit.Items.IsHolding, Combat.OnPickedUpItem tweak
PerformRangedAttack NRE catch with throwing weapons
Set spear throwing anim to correct one (hopefully)
Some clickorder files (nothing assigned yet, hold thy horses)
Only invoke BehaviourChain.OnElementAdded when parameter is passed
More dicking around with combat
PlayerController copies blackboard into GPV.BC.Blackboard when queueing behaviours
PlayerController move command FX
BehaviourPlanSettings player command FX support
More projectile / combat event tweaks
I think I missed this file from last checkin
More combat projectile tweaks
Hopefully fixed some projectile issues in Combat
Fixed stupid double destroy
Moved tribe item discovery to Player init
Detach projectiles in InterruptAttack
improve deer ragdoll (still not great)
fixed arrow rotation
Fixed fleeing destination calculations being performed on destination rather than direction
Units play deselect instead of shrug sound on commands
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks