17,530 Commits over 1,614 Days - 0.45cph!
Added fight chance based on distance so that animals like goats might attack you if you're really close
Fight chance based on distance is now a curve.
Hopefully fixed fleeing calculation not doing its job properly.
Units can now override stats data per age/gender combination
Removed StatsImporter
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
renamed condition that Plastic tried to rename
Removed RangedStat, IRangedStat et al
Cleaned up how vitals define their max value (def, unit data or simulator)
Fixed stats not being properly updated from data on init
Nuked duplicate condition
Fixed StatCollection lists not being populated
Apparently some enum dlls
Removed old fields from VitalTypeDefinition
StatSimulators can override GetExampleValue to return an example value in the editor using a give list of StatData
Fixed bad max value source on body temperature
Jenkinsfile (build OSX & linux)
Removed all temperature stats, AI scoring and Effect application now uses environmental temperature conditions/triggers and insulation checks
Removed a bunch of stat considerations for stats that had bene removed in the combat revamp
Added generated EffectTypes enum (EffectSettings can be implicitly converted to this type, and it can be used for lookup in Unit.Effects)
Fixed campfire not being lightable
Traditional FogOfWar is default, uses TOD fog color and lower alpha, hides non-player controlled units
Buildings can clear fog of war (on by default)
Fixed unit fog flickering
Don't show for overlay UI for units that are invisible
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Added fleeing below health threshold and various combat AI tweaks
Add extra delay to VisualFX destruction
Unit fog of war radius uses Senses.AwarenessRadius
penalty when targeting fleeing units
Disabled grass until we can make it good
Added keyboard camera movement multiplier to options
Cold and Freezing effects have proper insulation checks
Buildings only create their terrain decal in OnCreate (fixes buildings creating terrain decals on load when they have already been persisted
Always update unit fog of war radius
Campfire gives +10 insulation
People no longer stay awake if they're cold
TemperatureLevelTrigger and Condition types use new TemperatureUtility which samples the temperature grid
No longer hardcode enable ragdoll when unit gets the Disabled flag (do it via effect actions instead)
downed anim setup work (not finished)
downing anim trigger works but anim is bad
Proper implementation of TemperatureGrid x,y indexer
Should no longer be possible for units with fleeing, dead or disabled flags to dodge
Combat debug panel shows targeting status
Improvements to IsBeingAttacked.
Fleeing AI now accounts for sleeping units when calculating friendly support.
disabled island02 intro director
Set _ColorLerp, _Wind and _WindExtra as instanced properties on Before/Foliage
Enavled GPU instancing on a few materials
Instanced a few more materials
Physics timestep 0.04 at 1x speed
Fixed people gathering about a million sticks for the fire
Added PersistedEntityData.CreatedTime, renamed scaled property for clarity