19,298 Commits over 1,614 Days - 0.50cph!
Let's not tick ECS when not ingame
Added EntityComponent.PostLoad, called on all components after load
Unit.Effects effect loading moved to PostLoad so that all other components are available (fixes Unit.Audio NRE on load)
WIP Zone/Biome and Season persistence
Version++
Nixed FP performance UI thing, improved existing
Sentry, init cleanup, FP base project stuff
Ignore TerrainFormer
Camera transition fade in/out for caves
Fade in/out transition when cycling units with tab/shift +tab
PlayerController ensures we always have a selected unit
Attempt to fix BaseDesire NRE related to parent desire fulfillment
Fixed FuelToEffect.CanStart override
Fixed FuelToEffect not properly being disabled when it rains
Added MachineProcessCanStart condition
Added Light Fire interaction to campfire
Added MachineProcessAction to Start & Stop a given process on the target machine
Fixed Cookable condition NRE
BaseEntity awareness of held by, processed by, contained by
CookableCondition supports Units
WaitForCookableToStateChange Action supports units
ItemIntention now EntityIntention
Behaviour chain element filter by unit flags
More support for cooking units, depositing dead units to machines
Various corpse related AI tweaks
Behaviour chain can optionally include dead units when filtering by EntityType.Unit
Senses dead units fuckery
Find Best Campfire finds building of type Fire
Refactoring stat manipulations a bit
Yet another Feed item to target abilities update.
Set flags button on unit debug panel
AbilityIntentionGenerationMethods's FeedTargetItem should now actually do something.
Moved Description attribute and ext class to
Refactored intention generation on interactions to use reflection instead of enum
Added intention generation support for abiltiies
Fixed NRE in Effects.RemovedEffect related to activity refactor in cs#
10250
HuntDesire UnitSettings now shows in Debug.
Hunting AI now checks if the target unit is of desired type
Activity types no longer have loads of constructor overloads, just initialize properties instead like a peasant
Activity constructors can take optional text
Updated feed item to target abilities.
EntityComponent proto includes
Unit ragdoll toggle in anim debug panel, ragdoll toggle cleanup
can now pick up quiver and lock crafting when you get good at archery
Abilities for "feed item to target" covering blackboard and intention.
impossible to pick up quiver item