17,530 Commits over 1,614 Days - 0.45cph!
Fixed the camera keyboard controls
Fixed turtle not workign (removed "ow" animation from the override controller as it breaks everything
ItemSetttings.OnValidate ensures always have a default interaction (Pick Up if available)
Fixed item views getting the wrong mass
Senses debug ray depth test off
Senses ignores unit's items
Item validation (default interactions)
Added Fever Illness Effect.
Added TimeSinceEffect trigger WetFor30MinutesOrLonger.
Mixture now cures sickness, which currently should remove the fever effect (1st iteration).
Somehow the Item Mixture1 View got messed up / removed. Adding it again (right now just an empty pot).
Renamed Mixture 1 to Cure Fever.
Fever effect description is slightly more informative.
trying to stop bear noise from turtle
if human temp <20 then play freezing anim as idle all the time (should beable to still emote)
Cure Sickness collaboration ability (recipient must be disabled).
Role definition "herbalist".
Target Consume Item action (target unit as behaviour target, item as blackboard item).
Humans no longer aligned to ground
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Player controller cleanup
Reduced unit audio distance
Visual FX destroy on entity destruction
Fixed Effects.GetCriticalEffect being shit
made freezing idles a bool
GetCriticalEffect should use first or default
Effect has short description field
Removed dead zombie dude from testbox
Starting date/time is set in survival game mode def
SensesMeasurementTrigger logs values for the evaluation
Increased "TooNoisyToSleep" threshold
Visual FX positioning tweaks
Ammo usage WIP
It's now possible to craft more than 1 item (arrows)
Data save, testbox_nospawns navmesh
Testbox nospawns consistency
Added IsHeldItem condition blackboard mode, used by Equip Weapon goal plan in human offensive AI module
Arrows can only be held in RHand, so Bow isnt blocked
Fixed VisualFX entity destruction callback MRE