17,530 Commits over 1,614 Days - 0.45cph!
Starting cave prefabbed, synced to both testbox and island1
Consideration wrapper validation ensures we don't have bad contribution values
Animals should fight back now
Grab rotation, tilt and zoom from camera position transform when exiting cave
Camera transition fuckeries
Show wearable item views when we drop them
SmartObjectParameters removes any null interaction wrappers
Wearables can be taken off, bunch of data
Don't bother evaluating triggers that have no listeners
Deleted a blank stat trigger causing some log spam
camera line of sight check uses head height
let's not use delta time for the camera controls
added a normal check to the camera raycasting fuckery
added a debug line for the camera
Fixed building placement guide mesh not changing color to indicate validity
Started work on cleanup of how stat manipulations are handled so we can use them outside of Effect more easily
Fixed wearables showing up in the item bar UI
Made all clothing items carryable
Added Encumberance consideration and conditions to some Building AI goals/plans
Added Encumbered flag, effect
Fixed held and carried item effects not being properly applied
Removed WeaponParameters.Effect (use held effects instead)
Items component tracks total weight of all items
Wearables are added/removed from the Items component
Added Encumbrance stat simulator
Fixed missing Container item type icon
Commands widget does not disable craft choice buttons based on unit's knowledge of required items (shite)
Finished the game
Added encumbrance stat, updated Stats+Properties with encumbrance and fear
Item pick up and dispenser actions refactored to support held containers
Fixed NRE in Combat when Unit is unarmed
Added auto NavMeshObstacle generation to Resource view importer
Indicators back to Update cause it fucked em
fixed grass breaking game start
renamed mud to clay and added to the game
Weapon & Tool usage take SkillUseParameters instead of Skill, do lookup internally
WeaponParamaters hold base DurabilityCost as per Tool
CombatEventData holds reference to the Weapon being used
Added Weapon usage in Combat.OnAttackHit
InteractableIndicator uses late update
moved the camera target back down to a sensible height
Fixed the follow camera a bit
Wearable weather decay check optimsation (check wearer's active interior first)
Fixed UnitEffectIcon.CompareTo NRE
Fixed bad return in FollowCamera.HandleInput
Wearables only decay from the effects of weather when they're outside
Wearables take half of all raw combat damage
EffectList sorts by severity
FollowCamera null checking
Goal holds Energy and Stamina considerations, while goal plans disabled considerations and just rely on bonuses for scoring.
Added energy and stamina considerations to validate the goal and goal plans for fever sickness.
Sleep Off Sickness called Sleep Off Fever now (goal).
Illness effects now actually apply the Sick flag while effect is active.
Add Disabled flag action should be executed on break.
Add/Remove Disabled unit flag actions
Fever Sleep interactions now add and remove Disabled flag.