17,530 Commits over 1,614 Days - 0.45cph!
island01 tweaks
build settings
DecisionScoreEvaluators now hold a list of ConsiderationGroups, groups are all evaluated with the best being used in the score
Touched every asset holding a DSE
Shelter goal scoring groups, data save
Fixed InteractionPosition.CheckIfBlocked using incorrect layer mask
Decreased sitting by fire momentum drain rate
UnitFlags events are now 2 separate events for setting and removal
Added ToggleUnitRagdoll Action
Added some Disabled Unit flag gating to Senses, Agent
Fixed ECS ticking disabled components
Agent disabling when people are disabled or dead
Added missing actions assets from last commit
Human tooltips prioritise critical effects
Removed some placeholder effects
Fixed PersistedEntityData missing a ProtoInclude for Hint.PersistedHintData
Merge from attachments branch
Pause time during building placement
Unit animation disabled after death
Fixed campfire not taking fuel
Fixed portraits for disabled/dead units matching rotation of ragolls
Fixed game staying paused when building placement is cancelled
Debug spawner spawns items with some more Y offset
Stats component disabled on unit death
Morale threat map calc ignores dead units
Physics and weight data consistency, unit view rigidbody settings fuckery
changed pose of isBeingCarried so its probably not as bad without offset
WIP carry unit action
Ragdoll toggle also changes animator culling mode to fix weird sleeping crap
Added scared and not scared effects
Unit carrying / attachable progress
DropUnit action calls EnableRagdoll
Portrait widgets material instancing fixes
Dead flag checks on interiors and unit collections
Disabled Unit/Unit physics collisions
better placement of being carried anim
ConditionUtility consistency
Fixed retarded removal bug in Senses
Added fear manipulator tick simulator
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
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