17,530 Commits over 1,614 Days - 0.45cph!
Removed dead zombie dude from testbox
Effect has short description field
GetCriticalEffect should use first or default
made freezing idles a bool
Fixed Effects.GetCriticalEffect being shit
Visual FX destroy on entity destruction
Player controller cleanup
Reduced unit audio distance
Removed collaboration for curing sickness.
FeedItemToTarget action (with blackboard and intention support)
Humans no longer aligned to ground
Cure Sickness collaboration ability (recipient must be disabled).
Role definition "herbalist".
Target Consume Item action (target unit as behaviour target, item as blackboard item).
if human temp <20 then play freezing anim as idle all the time (should beable to still emote)
trying to stop bear noise from turtle
Fever effect description is slightly more informative.
Renamed Mixture 1 to Cure Fever.
Somehow the Item Mixture1 View got messed up / removed. Adding it again (right now just an empty pot).
Mixture now cures sickness, which currently should remove the fever effect (1st iteration).
Added Fever Illness Effect.
Added TimeSinceEffect trigger WetFor30MinutesOrLonger.
Item validation (default interactions)
Senses ignores unit's items
Senses debug ray depth test off
Fixed item views getting the wrong mass
ItemSetttings.OnValidate ensures always have a default interaction (Pick Up if available)
Fixed turtle not workign (removed "ow" animation from the override controller as it breaks everything
Fixed the camera keyboard controls
Fear stat used in flee scoring
Scared/NotScared effects renamed, added new Scared effect
Alert effect wakes units up
Fixed FuelToEffect having bad wetness checks
Commented out some label validation fuckery
Interaction description tweaks