17,530 Commits over 1,614 Days - 0.45cph!
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
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.