17,530 Commits over 1,614 Days - 0.45cph!
Renamed existing HostilityCondition to UnitTargettingConditon, added UnitHostilityCondition that actually uses our hostility types utility stuff
Optimised some editor stuff (create asset form type selection is now faster)
Animal defensive AI tweaks
trying to fix bears not attacking properly
cleaned up stat measurement and manipulator application to account for units no longer having all the stats
removed skill gain and calculations from animal combat
StatCollection update from data will ignore stat types that are not valid for the parent entity
Removed Agent and Effects from IEntity, moved to IUnit
Moved a lot of Stats functionality out of StatsComponent in into StatsCollection
Groups no longer have a Stats component, only GroupStats which now owns a collection and has no persistence overhead
stats have unit classes.
stats no longer have entity type.
groups only have vitals and needs.
updated a bunch of Effects to use the new body temperature stat
body temperature now driven by min and max temperature stats
Stat importer now accounts for people who like in Europistan
Warmth need now uses body temperature.
Added definitions for min and max temperature.
StatsImporter uses float.TryParse and logs errors warnings when we fail
Added EvaluationTargets.BlackboardEntity, refactored DecisionContext.GetEntity to support reading target from a blackboard
baked height map for nospawns.
added Body Temperature stat which ticks up and down based on Temperature.
Entity log auto scroll, tweaks
moved activity widget to right middle of screen
merge menu scene with main scene
added entity log window, all entity logs stored in list at runtime
removed cave on nospawns because it's annoying
more spawning on nospawns
Fixed pine tree not having positions for its interactions
Fixed potential Unit.Race and Group.Race setter NREs (allowed to be null)
PlayerController dead units fixes
Fixed bad key usage in CameraParticles.OnWeatherChanged breaking loading same game while playing
Fixed cache not being cleared in TerritoryLocationSelectorSettings
nospawns has trees and shit now
Fixed DecisionMaker.FindBestAbilityPlanVariant running target filtering for abilties with TargetMode.OnlySelf
optional object context override through BaseEntity.Log
Unit race as object field in debug view
Units hold race definition, piped through UnitSettings.Create
Unit race shown in debug panel
Fixed potential TerrainMeta.OnEnable NRE
removed DistanceMap because it's slow and we don't use it
Morale threat map uses delayed init
Removed "is being attacked" condition from Animal/Combat/Defensive
Changes to animal combat AI
Added BaseSelectedUnitWidget flag change callback, used by UnitCommandsWidget to update button state accordingly (dead/disabled people cant craft or build)
Added Unit.Flags.OnFlagsChanged event
more playerController dead checks
cleaning up PlayerController selection handling, WIP support for selecting dead units
Fixed missing CameraParticles component on player camera prefab
Fixed BiomeMaterialObject onEnable fucking everything