19,298 Commits over 1,614 Days - 0.50cph!
Fixed UnitCollection.GetAveragePosition NaN
Fixed NaN value in Effect.Sleeping.FX def
Replaced Combat damage application with direct Stat value change calls
Replaced Combat stamina drain effect with a direct call to the stat system
Fixed wrong interactions on deer corpse
Combat.CurrentTarget nulled on entity removal
Combat NRE fix
Fixed Senses trigger presisting after unit death
Added a couple of values to unit sound enum
Improved storage and handling of EntityViewPrefab data
Corpse.Create transfers EntityViewPrefabData from source Unit
Assign Item.View in Corpse.Create
Removed hack in Agent.Initialize
EntityComponent.PreDestroy
Agents need to listen to other entities being removed/destroyed, that we can clean up their blackboards.
Fixed bad component type in UnitSettings.DefaultComponents
Agent entity removal hack
Corpse tweaks
Blackboard.Contains
Destroy of Entity is now on tick (after all entities have ticked, so can happen after multiple frames).
Editor boxes and a couple of animal sounds added to the data.
Loads of editor bullshit to encorporate the new audio bundles
Item NRE view when view is null, which we now allow
Removed old BeforeEditor.Refresh method
got the materials sorted, finally!!
Made an editor for unit sounds.
Unit sounds are now part of a unit's Audio component's Parameters.
deer has a mesh with the string meat in it to coded in
human female and child attachment item bone rotation fixed
human crafting anim polished
human pickup left and right added human switch item from L to R, R to back and L to back added
ItemComponent boilerplate, Corpse component
Removed MorphsParametersDrawer
Continued work on new audio system.
Remvoed duplicate Animation params from UnitSettingsEditor
Editor improvements
Fixed Goto
Editor tweaks
Fixed Combat NRE
Units have all components in their default list
EntitySettings.GenerateComponentsList fix
Fixed Items not having default components