19,298 Commits over 1,614 Days - 0.50cph!
Vital stores ChangeSinceLastTick, which is reset after simulators are executed
Removed temperature manipulation in "activity" effects.
Eating cooked meat still gives a minor boost to temperature.
Fixed stat manipulator copy paste not setting correct StatClass value
Temperature gauge test
Remade tree prefabs
Press and hold tab to show tribe tracker
Fixed AssetMenu NRE
More herbs and mixtures added
forgot file from last checkin
Pasting a copied stat manipulator caused Vital stat to reset to Attribute. Fixed.
set initial move state to be walk
More informative error output when an attribute type is not found in list of attributes (in stat collection).
Added some temperature boost to activity related effects.
Removed missing monobehaviour component on Ground in island-01.
is freezing sleeping and sitting poses,
added an additive freezing so plays over all anims
check to see if actually should set animator float to stop animdebug spam
correct debug for setfloat anim debug
Removed EntityView.Update base virtual method, cache view position in BaseEntity.Position getter
Group.Collections loading safety
HumanView/AnimationMouth cleanup
locomotion system changes
Follow camera deals with dip to black so it's consistent for all selection changes
Hacky copy/paste for stat manips data, drawer fuckeries
Evaluate abilities for held items for self radial
Fixed consumables causing people to disappear
Item attachments boilerplate
Consumable can do without DateTime
Consumables apply stat manipulators to the unit that consumes them, in addition to Effects
CraftableParameters editor drawer
Improvements to AssetMenu/List categorization
DataAsset.CompareTo invert for sorting in AssetMenu/List drawers
Fixed StatTypeSelectionDrawer being a stupid cunt
Fixed inverted fever removal trigger, bad description
ToggleUnitRagdoll consistent with debug tool, ensures people blend back to anim
Fixed ItemContainer.CanDeposit returning true when using weight limitations (was skipping valid item/item type checks)
Being cold and freezing affect fever stat.
Being wet affects fever slightly
Added Fever vital stat and stat measurement triggers for fever.
Fever effect now runs on Fever stat.
Illness effects (food poisoning and hypothermia) now affect Fever stat.
Cure Fever mixture now affect Fever stat (brings it back down).
Rotten food is poisonous.
HumanView only create BodyPart defs for bones that we actually have
Forgot to move a property
Moved HumanView ragdoll blend stuff to a partial, cleaned up body part creation/tracking using HumanBodyBones enum
made ragdoll getups a bit better
Various World/Zone loading improvements
FollowCamera persisted data