198,738 Commits over 4,140 Days - 2.00cph!
removed old movement bools
Wolf headdress placed with other attire, instead of having its own directory path and structure (wat)
Recategorized unprocessed attire to stop it from cluttering the in-game lists.
Silk clothing, silk strands and rolls, plus new icons.
Aggressive animal AI WIP (looks like it works, but just needs more module weight or score tweaking)
ItemStatsProperties inherits ProtectionProperties
ProtectionProperties amounts are 0-300
hide HUD in talents and crafting window
tool tip orientations, arrows
Armor & attire overhaul wip
find attacker to fight checks for targetting again
hostility / comparison conditions cleanup
Renamed existing HostilityCondition to UnitTargettingConditon, added UnitHostilityCondition that actually uses our hostility types utility stuff
Optimised some editor stuff (create asset form type selection is now faster)
Animal defensive AI tweaks
trying to fix bears not attacking properly
cleaned up stat measurement and manipulator application to account for units no longer having all the stats
removed skill gain and calculations from animal combat
StatCollection update from data will ignore stat types that are not valid for the parent entity
Removed Agent and Effects from IEntity, moved to IUnit
Moved a lot of Stats functionality out of StatsComponent in into StatsCollection
Groups no longer have a Stats component, only GroupStats which now owns a collection and has no persistence overhead
Rock, Survey charge, Water bottle, Water jug, Hammer - Updated to latest rig and arms, clean exports, anim changes, rebuilt prefabs
merging in Paul's changes
stats have unit classes.
stats no longer have entity type.
groups only have vitals and needs.
updated a bunch of Effects to use the new body temperature stat
body temperature now driven by min and max temperature stats
Stat importer now accounts for people who like in Europistan
Warmth need now uses body temperature.
Added definitions for min and max temperature.
StatsImporter uses float.TryParse and logs errors warnings when we fail
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
Right click on an item in inventory will now try to use the item (via primary option in ItemModMenuOption) if wearing the item fails.
Switched build settings
Network++
City collision fixes
update wip shooter animation/ controller
Added small collision piece for end of ramps
Better hover outline on slots.
Still working on sell zone stuff