19,298 Commits over 1,614 Days - 0.50cph!
Moved HumanView ragdoll blend stuff to a partial, cleaned up body part creation/tracking using HumanBodyBones enum
Forgot to move a property
HumanView only create BodyPart defs for bones that we actually have
Rotten food is poisonous.
Added Fever vital stat and stat measurement triggers for fever.
Fever effect now runs on Fever stat.
Illness effects (food poisoning and hypothermia) now affect Fever stat.
Cure Fever mixture now affect Fever stat (brings it back down).
Being wet affects fever slightly
Being cold and freezing affect fever stat.
ToggleUnitRagdoll consistent with debug tool, ensures people blend back to anim
Fixed ItemContainer.CanDeposit returning true when using weight limitations (was skipping valid item/item type checks)
Fixed inverted fever removal trigger, bad description
Fixed StatTypeSelectionDrawer being a stupid cunt
DataAsset.CompareTo invert for sorting in AssetMenu/List drawers
Consumables apply stat manipulators to the unit that consumes them, in addition to Effects
CraftableParameters editor drawer
Improvements to AssetMenu/List categorization
Consumable can do without DateTime
Item attachments boilerplate
Fixed consumables causing people to disappear
Evaluate abilities for held items for self radial
Hacky copy/paste for stat manips data, drawer fuckeries
Follow camera deals with dip to black so it's consistent for all selection changes
locomotion system changes
HumanView/AnimationMouth cleanup
Group.Collections loading safety
Removed EntityView.Update base virtual method, cache view position in BaseEntity.Position getter
correct debug for setfloat anim debug
check to see if actually should set animator float to stop animdebug spam
is freezing sleeping and sitting poses,
added an additive freezing so plays over all anims
Removed missing monobehaviour component on Ground in island-01.
Added some temperature boost to activity related effects.
More informative error output when an attribute type is not found in list of attributes (in stat collection).
set initial move state to be walk
Pasting a copied stat manipulator caused Vital stat to reset to Attribute. Fixed.
forgot file from last checkin
More herbs and mixtures added
Fixed stat manipulator copy paste not setting correct StatClass value
Temperature gauge test
Remade tree prefabs
Press and hold tab to show tribe tracker
Fixed AssetMenu NRE
Removed temperature manipulation in "activity" effects.
Eating cooked meat still gives a minor boost to temperature.
Vital stores ChangeSinceLastTick, which is reset after simulators are executed
Renamed VItal.ChangeSinceLastTick to ChangeSinceLastSimulation
TemperatureSimulator stamina bonus
Decrement Vital.ChangeSinceLastSimulation over time, comments