17,530 Commits over 1,614 Days - 0.45cph!
DataEditor now remembers which tab you had open between session/compiles etc
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
Skill level def values, editor sorting
Removed duplicate global trigger eval flag
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
StatModifier.MinipulationType not pulling value from data params when present.
Fixed a plethora of broken shit in Stats, reimported stats data
Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
added drum item, animations and is drumming bool
Reverted GroupStats MaxValue change, added averaged Cap value
Only Units run stat simulators (for now)
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
crying anims to the crying emote
More stats refactoring.
Added IStat, as base Stat uses generics for definition type
Current Stat cap modifier is held by Stat.ActiveCapModifier in place of the IsCapped bool from previous iteration
Hopefully fixed NRE when attempting to join a no longer existing collection
Expose SensesParameters.LayerMask, Senses pulls directly from data instead of caching
CanPerceiveUnitsSettings switches on the Unit type instead of if/else
CanPerceiveUnitsSettings implements Evalute(entity, blackboard) overload
GoalPlanVariant.SimTick returns if IsActive == false
Spawner component refactoring/cleanup. Added align to normal, layermask support.
Added more options for GetGroundHeight/Normal to VectorUtility
DataEditor becomes DataBrowser
DebugTools lock selection button
Water splash fx material uses lit alpha blend shader
chagned hand positions in happy anim
tribal drumming loops added
Stat fields + defaults in IsWithinPerceptionRangeSettings
Removed Stat.CappedMaxValue, MaxValue handles caps itself
Fixed approaching targets in combat
More tweaks to approaching in combat
Stat modifiers can now target max or current value
Fixed "minipulation" typo in all the things
Fixed IsWithinPerceptionRangeSettings not checking the right stats
Other refactoring
BaseEntity physics cleanup
Fixed bad casting in Stat+Properties
Effects now support keyword replacement in their descriptions
Fixed NRE in EntityView.OnDrawGizmos (cloned views)
Fixed bad path in SceneLoader
Added Unskilled SkillLevel
Removed SkillRequirement
Fixed ResoruceTypeDefinition fuckup
Combat Ability Selector logging
Asset "enum" drawer has a select button again
Improved Dispenser interactions drawer
Fixed Resource interaction skill usage
Fixed more skill usage data
tortoise rename
morphs to nutition
missed from last checking, tortoise idle (hasnt really changed)
Merged from Socials branch (Breeding).