199,994 Commits over 4,140 Days - 2.01cph!
Social Effects now can take multiple effects per effect profile.
Basic Collaborations Editor, positional data for recipients
hair colour edits because so much brown
Fixed Collaborations.SentRequest lifetime/expiry still ticking regardless of request State
Tweaks the Collaborations response API for better book keeping
Experimental, and likely fuckery inducing collaboration NavMeshObstacle blocker + positioning tests
All AI Modules have the sleeping == false condition for now
latest ragdolls but not a fix for tortoise spawning dead
added ragdoll to young boars
Breeding Collaboration now grants Collaboration Effects.
Cleaning up debug tools spawner stuff
Stats import
Expose stats params in UnitSettingsEditor
Disabling InteractionPosition and Collaboration obstacles to confirm if they affect UnitView rotation calc issues...
Allow empty action chains
Waking up from sleep now uses an AI based approach
AnimationTagState fiddling
put nan check in on lookat quat to fix error that seems to be popping up a lit
removed head look at target if inCombat
temperate and tropical bird sfx
RandomAnimatorTriggerSettings refactored and actually working ;o
Added EffectCategories enum, groups in DataBrowser
Improved DataBrowser collapse/expand all behaviour
Units with the Loner Trait will randomly wander around away from the rest of the Tribe, shunning any social interaction
Loners will now ponder for a while when wandering
Wetness value is now simulated
When a Unit picks up an item, it now removes the item from it's HolderContainer, if a HolderContainer exist.
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Automated Linux Build #435
Automated Windows Build #435
Changed NetworkEntity and Item IDs from ulong to uint. Also some continuing character work.
Automated Linux DS Build #435