19,298 Commits over 1,614 Days - 0.50cph!
can now pick up quiver and lock crafting when you get good at archery
Unit ragdoll toggle in anim debug panel, ragdoll toggle cleanup
EntityComponent proto includes
Updated feed item to target abilities.
Activity types no longer have loads of constructor overloads, just initialize properties instead like a peasant
Activity constructors can take optional text
HuntDesire UnitSettings now shows in Debug.
Hunting AI now checks if the target unit is of desired type
Refactored intention generation on interactions to use reflection instead of enum
Added intention generation support for abiltiies
Fixed NRE in Effects.RemovedEffect related to activity refactor in cs#
10250
Moved Description attribute and ext class to
AbilityIntentionGenerationMethods's FeedTargetItem should now actually do something.
Set flags button on unit debug panel
Yet another Feed item to target abilities update.
Refactoring stat manipulations a bit
Find Best Campfire finds building of type Fire
Senses dead units fuckery
Behaviour chain can optionally include dead units when filtering by EntityType.Unit
Various corpse related AI tweaks
More support for cooking units, depositing dead units to machines
WaitForCookableToStateChange Action supports units
ItemIntention now EntityIntention
Behaviour chain element filter by unit flags
CookableCondition supports Units
BaseEntity awareness of held by, processed by, contained by
Fixed Cookable condition NRE
Added MachineProcessAction to Start & Stop a given process on the target machine
Added MachineProcessCanStart condition
Added Light Fire interaction to campfire
Fixed FuelToEffect not properly being disabled when it rains
Fixed FuelToEffect.CanStart override
Attempt to fix BaseDesire NRE related to parent desire fulfillment
Fade in/out transition when cycling units with tab/shift +tab
PlayerController ensures we always have a selected unit
Camera transition fade in/out for caves
Sentry, init cleanup, FP base project stuff
Ignore TerrainFormer
Nixed FP performance UI thing, improved existing
Let's not tick ECS when not ingame
Added EntityComponent.PostLoad, called on all components after load
Unit.Effects effect loading moved to PostLoad so that all other components are available (fixes Unit.Audio NRE on load)
WIP Zone/Biome and Season persistence
Version++
Various World/Zone loading improvements
FollowCamera persisted data
made ragdoll getups a bit better