17,530 Commits over 1,614 Days - 0.45cph!
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
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