19,298 Commits over 1,614 Days - 0.50cph!
Added fear manipulator tick simulator
Stat Simulators as DataParameters WIP
Effects now a UnitComponent, fixed an issue that prevented certain configurations of effect actions from being valid
Fixed unit clones being created with ragdolls enabled if you select a unit for the first time when they're ragdolling
Survival game mode shit, starting starts moved to the game mode def, added some randomisation
Testbox things
Stat Simulators are now Assets
merge Stat Simulator rework to main.
Stats tick their own manipulators
Stat.TickOnMinute null check
Effects cleanup
Wearable parameters holds a list of stat manipulators
Added new sleep module for bears
Clear InteractibleControllers in PlayerController on Reset.
DynamicDOF no longer is AlwaysEnabled (confirm this is ok @billowe)
DynamicDOF now overload Reset to set Target to null and disable itself.
DynamicDOF now is AlwaysEnabled, but checks for Target == null on Tick. Reset override sets Target to null.
Fixed manager init
Freezing effect kicks in below 5, not 8
Super dank stat simulator editor
Fixed inactive spawners error on load/start
Added CanPathfindTo condition
Merge from manager cleanup
Buffer source list in AudioManager.InternalReset
Fixed weather events error
Moved ground normal alignment from AnimalView to UnitView
Added "Can Path To" condition to pickup interaction
Should be able to put mixtures in a pot
StatManipulators now use Asset-based Simulators
Effect.OnStateEnter cleanup, comments
Renamed StatManipulatorParametersEx methods to be more accruate
I think we should apply skill gain and too usage + activity even if we fail to pick up a crafted item? I mean, it's already crafted so...
The tool can now also be used as an ingredient when crafting.
Merged from Mixtures branch
Mixture items should use pots both as ingredient and tool.
Player craft commands dont clear desires to keep items that will be used by the craft
IsRequiredForBlackboardCraftDesire condition skips stuff we already have
Items.IsCarryingNumberOfType cleanup, removed overload with list filling
Added ItemContainer.Contains taking ItemFitlerSet, used by Items.IsCarrying
Items component no longer adds all items to it's array, even
Item.Weight moved to property, includes container contents weight
trying to stop turtles roaring
Ignore held items for crafting gathering
Added container display to DebugPanel UnitItems.
Fixed issue with picking up items to containers (callback was trying to attach first rather than deposit)
Deposit to container interaction for item containers
Failure explanations for all conditions use default string from data
Is Carrying Number Of Type now checks containers and counts the items in containers as well (recursively for containers within containers support as well).