193,577 Commits over 4,079 Days - 1.98cph!
Attempt to fix BaseDesire NRE related to parent desire fulfillment
Fixed FuelToEffect.CanStart override
Fixed FuelToEffect not properly being disabled when it rains
Added MachineProcessCanStart condition
Added Light Fire interaction to campfire
Fixed map issue when no bounds set
Added rotation option
Automated Windows Build #707
Automated Windows Build #706
Fixed Lua errors when spawnmenu tries to search files (file.Find) in "illegal" folders
Fix up default key bindings
Added MachineProcessAction to Start & Stop a given process on the target machine
Fixed Cookable condition NRE
BaseEntity awareness of held by, processed by, contained by
CookableCondition supports Units
WaitForCookableToStateChange Action supports units
ItemIntention now EntityIntention
Behaviour chain element filter by unit flags
More support for cooking units, depositing dead units to machines
Various corpse related AI tweaks
Behaviour chain can optionally include dead units when filtering by EntityType.Unit
Senses dead units fuckery
added alleyway paving to unity prefabs and rebuilt them
Find Best Campfire finds building of type Fire
Refactoring stat manipulations a bit
Yet another Feed item to target abilities update.
Set flags button on unit debug panel
AbilityIntentionGenerationMethods's FeedTargetItem should now actually do something.
Moved Description attribute and ext class to
Refactored intention generation on interactions to use reflection instead of enum
Added intention generation support for abiltiies
Fixed NRE in Effects.RemovedEffect related to activity refactor in cs#
10250
Automated Windows Build #705
Automated Linux DS Build #705
Automated Linux Build #705
Remove managed ConVars in Lua::Create instead of Lua::Kill (stops use of stale pointers when one state is using another state's ConVar during destruction)
Automated Linux DS Build #12
wip player profile placeholder ui
Automated Linux Build #12
Automated Windows Build #12