199,994 Commits over 4,140 Days - 2.01cph!
Added drug zone area texture
tooltips show on hover
fixed bad validate in ProtectionValue
replaced tooltip positioning and offset with proper rect transform method
Still working on sell zone stuff
Better hover outline on slots.
Added small collision piece for end of ramps
update wip shooter animation/ controller
Switched build settings
Network++
City collision fixes
Right click on an item in inventory will now try to use the item (via primary option in ItemModMenuOption) if wearing the item fails.
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
StatsImporter uses float.TryParse and logs errors warnings when we fail
Warmth need now uses body temperature.
Added definitions for min and max temperature.
Stat importer now accounts for people who like in Europistan
body temperature now driven by min and max temperature stats
updated a bunch of Effects to use the new body temperature stat
stats have unit classes.
stats no longer have entity type.
groups only have vitals and needs.
merging in Paul's changes
Rock, Survey charge, Water bottle, Water jug, Hammer - Updated to latest rig and arms, clean exports, anim changes, rebuilt prefabs
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
StatCollection update from data will ignore stat types that are not valid for the parent entity
removed skill gain and calculations from animal combat
cleaned up stat measurement and manipulator application to account for units no longer having all the stats
trying to fix bears not attacking properly
Renamed existing HostilityCondition to UnitTargettingConditon, added UnitHostilityCondition that actually uses our hostility types utility stuff
Optimised some editor stuff (create asset form type selection is now faster)
Animal defensive AI tweaks
hostility / comparison conditions cleanup
find attacker to fight checks for targetting again
Armor & attire overhaul wip
hide HUD in talents and crafting window
tool tip orientations, arrows
ItemStatsProperties inherits ProtectionProperties
ProtectionProperties amounts are 0-300
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
Silk clothing, silk strands and rolls, plus new icons.