2,005 Commits over 274 Days - 0.30cph!
Fixed NPCs not roaming (IsStopped fact wasn't being set on init, no longer gates roaming behaviour)
Cleaned up NPC agro logic significantly
NPC defs hold default faction
NPCs can define natural enemies
Added Ruin/NPC Editor tool
Disable merchant component on NPCs not spawned with the settlement system (for now)
Attack range includes stopping distance
Aggro strat cleanup
NPC anim settings are stored in the definition asset
NPC anim walk speed values use max speed stat as upper clamp
Disable player faction rep changes
Hopefully fixed first hit tracking
NPC melee range is never lower than navmesh stopping distance
craggy bits
Disable merchant stock fill on ServerInit due to build OOE issue
costs for some items
settlements in craggy
settlement gizmo icon
disable merchant component on NPCs without the role
potential NRE server fix
Settlements can define and set the items which are sold by merchants assigned to them
Deer & chicken spawns
Starting inv tweak
Deer behaviour
Chicken stuff
Hit fx fix
hopefully fixed fleeing to use agro range
fixed tooltip appearing over load screen on startup
keep tooltip in screen bounds
UIShared scene, bootstrap, build settings, scene2prefab
Tooltip lives in UI Scene so it can be used by other screens besides UIInventory
merchant progress
tooltip fixes
spawnpoint gizmo supports npc mesh renderers
SpawnSingle now NPCSpawner, does NPC stuff (factions, roam range, settlement assignment etc). SpawnGroup cleaned up and not intended for NPC spawning
Updated Savas spawns to use the new types
Wildlife NPC wip
New FX point 'root' for effects originating from the ground.
Added a new EffectSpellChannel component that disables an effect if the active spell is no longer active (was cancelled)
Added that and the ParentToWeaponBone component to the Fireball, Frostbolt and Heal spell channel effects