17,530 Commits over 1,614 Days - 0.45cph!
follow camera lerp changes
Crappy keep in bounds things
Optional Senses LOS checks for all entity types
Unit Knowledge optionally never forgets certain entity types (e.g. Hints)
Let's not go to sleep if we're cold
Add view for Mixture1 item properly.
Is Carrying Number Of Type now checks containers and counts the items in containers as well (recursively for containers within containers support as well).
Deposit to container interaction for item containers
Failure explanations for all conditions use default string from data
Fixed issue with picking up items to containers (callback was trying to attach first rather than deposit)
Added container display to DebugPanel UnitItems.
Ignore held items for crafting gathering
trying to stop turtles roaring
Added ItemContainer.Contains taking ItemFitlerSet, used by Items.IsCarrying
Items component no longer adds all items to it's array, even
Item.Weight moved to property, includes container contents weight
Items.IsCarryingNumberOfType cleanup, removed overload with list filling
IsRequiredForBlackboardCraftDesire condition skips stuff we already have
Player craft commands dont clear desires to keep items that will be used by the craft
Mixture items should use pots both as ingredient and tool.
Merged from Mixtures branch
Renamed StatManipulatorParametersEx methods to be more accruate
Effect.OnStateEnter cleanup, comments
StatManipulators now use Asset-based Simulators
Added "Can Path To" condition to pickup interaction
Moved ground normal alignment from AnimalView to UnitView
Fixed weather events error
Buffer source list in AudioManager.InternalReset
Merge from manager cleanup
Super dank stat simulator editor
DynamicDOF now is AlwaysEnabled, but checks for Target == null on Tick. Reset override sets Target to null.
Clear InteractibleControllers in PlayerController on Reset.
DynamicDOF no longer is AlwaysEnabled (confirm this is ok @billowe)
DynamicDOF now overload Reset to set Target to null and disable itself.
Added new sleep module for bears
Effects cleanup
Wearable parameters holds a list of stat manipulators
Stat.TickOnMinute null check
Stats tick their own manipulators
merge Stat Simulator rework to main.
Effects now a UnitComponent, fixed an issue that prevented certain configurations of effect actions from being valid
Fixed unit clones being created with ragdolls enabled if you select a unit for the first time when they're ragdolling
Survival game mode shit, starting starts moved to the game mode def, added some randomisation
Testbox things
Added fear manipulator tick simulator
Fixed retarded removal bug in Senses