201,593 Commits over 4,171 Days - 2.01cph!
Raid goal tweaks
Exposed a required Progression Tier for each raid spawn set, locked rats to Shelter tier and locked wolves to Equipment tier
Made rats omnivorous and added the animal combat module
Raiding units now get bravery buff
Reverted threat reduction on raiding effect
- Work on Character, not completed yet
- Moved NetworkEntity back out of its (accidental?) sub-folder, fixing all the missing NetworkEntity references in the project
- Took some stuff out of GameModeUniversal that's now loaded separately by Bill's system
WIP weapon switching work
More character conversion work
Actually revert that commit for now because it breaks things in client/server only modes.
Attempting to make equipped items update automatically after being equipped
Fix not being able to equip spells in offhand slot
if we already have a home, unset the previous home when setting a new one.
Disabled wander to territory while raiding
fixed HasDesire data that got changed due to desire type removals
Lowered bravery stat to +10 so rats will attack people
Added runtime lookat debug info for ai.
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Undone some item serialization
Converted PlayerBelt (untested)
Removed unused AI unlocks
Converted PlayableCharacterInventory
Grid positions in entity debug view
Minor senses tweak for easier debugging of entities from grid sample
Added Group Has Housing condition to Shelter tier
Fixed ZoneEcology spawn routine starting handler coroutines instead of yielding to them ;x
Very important comment header consistency
Group.Supplies maintains a list of all entity ids added to supplies
Added InGroupSupplies condition, replaces all "X is within Y of Z" distance conditions
don't show enemy squad in career squad editor
Corpse stockpiling and hunting using the same target filters, which should stop people picking up a hunter's kill
FindCorpseToPickUp condition tweaks
Fixed potential NRE in debug spawner
CarryUnit removes the unit from its current container when applicable
Removed Patrol Goal from Human/Idle
Fixed CarryUnit detatch crap
wip mod panel, headers, list
Removed "being processed" condition from FindCorpseToPickUp
Hunting corpse management uses its own target filter
Fixed some UI widgets not being properly managed by modal state changes and sibling isolation
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)