199,994 Commits over 4,140 Days - 2.01cph!
Lazy Trait Effect has 0.25% Energy drain, instead of a -20% current value modifier
Removed a stat manipulator in Effect.Injury-Bleeding that was missing the Attribute ref
painstakingly moving decals into my prefabs without gizmos :'((((
Automated Linux DS Build #14
Added Relationships+ActivityCallbacks, handles "witnessed death" stuff.
Removed Unit.OnOtherUnitDied event because it was shit
added small stick in the style of the big sticks
updated big sticks to have better shading
Fixed duplicate sound bundle type in Unit.Bear
Updated Raknet and added exposed network sim stuff.
Placeholder illness effects.
Sticky gizmos for deferred decals
Added log when server is fully started
Consumables now hold a list of Effects with a % chance for application
Added ProcEffectParametersDrawer
Popup/nested editor scroll things
Unit Audio editor improvements
Fixed 50% chance condition actually being 100% :\
Added genericl statistical model variant.
Made "can statistically socialize" base itself on the generic statistical model.
I made bad things, pls fix bill
WeatherMeasurementDrawer fixes
Better values for weather triggers
Expose values in WeatherMeasurementDrawer
Fixed EvaluateConditions typo in DSE
BaseBehaviourPlanSettings.OnValidate also validates DSE
Removed missing/nulled condition in Ability.Collaboration-Talk(Recipient)
Fixed some Effects caused by witnessing the death of group members/friend showing in the UI and having the same override name
good weather trigger values
UnitView/HumanView gating tweaks
BuildingView hacky proxymesh thing for placement validity vis
VicinityEffect is a default component for Building
Added experimental NavMeshObstacle carving setup to InteractionPosition, may cause fuckery
More InteractionPosition fiddling
RadialMenuWidget playing close sound on init
In the middle of character conversion. Everyting is broken so using a different temporary branch.
DSE drawer tweaks (element counts, expansion locks when element count > 0)
clamp base values of stats after effects ticking
Caching almost everything now.
Simplifying and refactoring
More in-progress character work.
Mergins character work back in.
updated stick model with more angled ends to try and stop it deciding to stand upright instead of lying down
switching happens exclusivly in its own layer to stop it getting cut off or playing twice
Working on Collaboration Effects.
Collaboration Request now tracks whether a collaboration is Complete or Broken, rather than Used.
Collaborator States in a Collaboration Request can now achieve the state of Finished.
Handling when Collaborations break a bit better.
TribeCreateUI tweaks, clothing options toggles can be optional
IsWithinPerceptionRangeSettings fixes
Added more robustness to looking up the unit of an action chain in Collaboration Request Complete/Break handling.
Added more robustness to looking up the action chain of a unit in Collaboration Request Break handling.
bucket lift shaft greybox
caves temporary colliders
prefabs update/ backup
Fixed lighthouse vertical spawn position.
Fixed lighthouse vertical position
latest tortoise, still broken
CollaborationEffects can now hold multiple effects per entry (that we can apply both mood boost and love boost with the same effect profile).
Hugs now provides mood boost and love boosting, or sadness and hate boosting when declined...