19,298 Commits over 1,614 Days - 0.50cph!
Cave in testbox
Misc navigation fuckeries
rubbish grass assets that let you build grass roofs and to be used in future items (baskets)
abiltity to hand animate mouths sometimes
improve some social anims
Weather system refactored to use event queue, seasonal weather weights etc
Fixed Wet effect not measuring normalized Wetness stat
UnitAttachments.Tick editor attachment crap adds data if there is none
shitty basket you cant put food into
Sheltered and Campfire effects reduce Wetness
Owned interactions set on some buildings
Put the weather widget back in
Fixed NRE in SmartObject.GetFreeInteractionPositionCount
nmoBox and nmoCap on non zerored transforms for small building and campfire
BuildingViewUtility creates obstacles from primitives
Building views reimport for obstacles
added nmo to fences and store fbx
fence and store assets reimported
BuildingViewUtility 0 radius/size on obstacles
Distance consideration is going to fuck your CPU
player prefab and GUI save
Palisade interaction positions
Meager start to sickness module and "sick" unit flagging.
Overhangs don't fuck up the camera so much now
Unit flags are built into Effect, no longer requires actions. Also prevents removal of flags set by other active effects
Added UnitFlags.Disabled
PlayerController handling of disabled selected units, cursor state and no interactions/commands
Action drawer context awareness + cleanup
Removed some unused actions
Add/Remove Disabled unit flag actions
Fever Sleep interactions now add and remove Disabled flag.
Add Disabled flag action should be executed on break.
Illness effects now actually apply the Sick flag while effect is active.
Sleep Off Sickness called Sleep Off Fever now (goal).
Added energy and stamina considerations to validate the goal and goal plans for fever sickness.
Goal holds Energy and Stamina considerations, while goal plans disabled considerations and just rely on bonuses for scoring.
Wearables only decay from the effects of weather when they're outside
Wearables take half of all raw combat damage
EffectList sorts by severity
FollowCamera null checking
Fixed bad return in FollowCamera.HandleInput
Fixed UnitEffectIcon.CompareTo NRE
Wearable weather decay check optimsation (check wearer's active interior first)
Fixed the follow camera a bit
moved the camera target back down to a sensible height
InteractableIndicator uses late update
Weapon & Tool usage take SkillUseParameters instead of Skill, do lookup internally
WeaponParamaters hold base DurabilityCost as per Tool
CombatEventData holds reference to the Weapon being used
Added Weapon usage in Combat.OnAttackHit
renamed mud to clay and added to the game