19,298 Commits over 1,614 Days - 0.50cph!
Add extra delay to VisualFX destruction
Added fleeing below health threshold and various combat AI tweaks
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Don't show for overlay UI for units that are invisible
Fixed unit fog flickering
Traditional FogOfWar is default, uses TOD fog color and lower alpha, hides non-player controlled units
Buildings can clear fog of war (on by default)
Fixed campfire not being lightable
Removed all temperature stats, AI scoring and Effect application now uses environmental temperature conditions/triggers and insulation checks
Removed a bunch of stat considerations for stats that had bene removed in the combat revamp
Added generated EffectTypes enum (EffectSettings can be implicitly converted to this type, and it can be used for lookup in Unit.Effects)
Jenkinsfile (build OSX & linux)
Fixed bad max value source on body temperature
Removed old fields from VitalTypeDefinition
StatSimulators can override GetExampleValue to return an example value in the editor using a give list of StatData
Apparently some enum dlls
Fixed StatCollection lists not being populated
Nuked duplicate condition
Removed RangedStat, IRangedStat et al
Cleaned up how vitals define their max value (def, unit data or simulator)
Fixed stats not being properly updated from data on init
renamed condition that Plastic tried to rename
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
Units can now override stats data per age/gender combination
Removed StatsImporter
Fight chance based on distance is now a curve.
Hopefully fixed fleeing calculation not doing its job properly.
Added fight chance based on distance so that animals like goats might attack you if you're really close
Added ChanceToFight to combat component.
Set it to 0 on Deer so they don't destroy everyone.
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
Moved of of war into standard assets
Merge from combat revamp branch
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
fixed DSEs with no conditions in OR mode failing
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
Terrain decal persistence, improvements
Bonus for current target when finding threat
Got combat basics working (at least 1v1 on nospawns...)
Added SerialziedPropertyEx.SetDefaultValues which does what it says
Fixed some effects that still seemed to buff threat instead of bravery.
More observing WIP stuff.
WIP observing targets coming to an end after a while.
Various fixes to combat AI in the aim of getting it functional again.
remove null stats from the Stats component (because they probably got deleted)
Fixed missing components on terrains in various scenes
More decals bits