201,576 Commits over 4,171 Days - 2.01cph!
NPC event trigger & sound setup WIP
Properly shutdown thirdperson on level shutdown
Giant crabs.
Arrows don't ignore armor.
Manifest.
Werewolf animation event triggers
Better "Error loading gamemode:" errors that actually describe what's wrong.
Animation events for remaining NPCs
More NPC stuff
Organized files.
Threat At Target's Location moved to Penalty on Graze interaction (should stop herbivores from dying of hunger)
Finished lighting the upper prison
Prefab LOD stuff
Cleaned 2 gigs of obsolete shit
Take One Effect interaction actually takes one (and not all).
Sleep takes longer to regenerate energy.
Sleep AI tweaks.
People should now prefer a building they own over an available one.
Fixed TargetTerritoryConsideration failing if attempting to get the score of a unit and the unit wasn't in the Territory's unit list (now falls back to the position territory check like other entity types)
Moved TargetTerritoryConsideration from a consideration to a bonus in some cooking goals to try and make spit usage more common
Refactored the singleton classes that I added ages ago to better match the WiseGuys coding style, using virtual methods for subclasses to override and call the base, instead of having the base classes call a separate subclass method.
WiseGuysTools scene selection thingee
Let's spawn a couple of big rocks near the starting area so it doesn't take forever to build the crafting table
Added simple collider to wind generator so it can be removed by admins using ent kill
Testing something to fix "crash on exit"
Don't do anything when calling del without arguments
turned off hide on deposit
Visual polish - bug fixing
update Entity.Position in Initialize.
added some Influence data.
fixed crafting NRE when crafting for self using machine.
Possessions now tries to remove find desires for possessions that are no longer required.
HasItem now has an overload that doesn't require outing an Item.
correct number of branches for basic hut
EntitySpawner can now create hints.
Spawned entities will be assigned to those hints.
Units will become aware of hints upon perceiving any entity belonging to that hint.
Fixed NRE when trying to move command non humans in editor.
Sqlite Tests
Sqlite Libraries
Fixed a bunch of UI bugs, cleaned up indicator stuff
Fixed a few warnings, fixed switch tolerance
Quick hacky corpse.AttachToStockpile method