201,578 Commits over 4,171 Days - 2.01cph!
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)
Ported the rest of the serialization methods. all untested.
Protobuf things for Raiding component
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Reverted the spell commit from yesterday
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Ran CodeGen to make new button input work
Character interface stuff