198,742 Commits over 4,140 Days - 2.00cph!
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renamed condition that Plastic tried to rename
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
Units can now override stats data per age/gender combination
Removed StatsImporter
Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
Fight chance based on distance is now a curve.
Hopefully fixed fleeing calculation not doing its job properly.
quick fix for the compound entrances, using gate + checkpoints
Added game.GetAmmoNPCDamage()
Added game.GetAmmoPlayerDamage()
Added game.GetAmmoForce()
Added game.GetAmmoDamageType()
Compound walls LOD/COL/prefabs
Added fight chance based on distance so that animals like goats might attack you if you're really close
Added ChanceToFight to combat component.
Set it to 0 on Deer so they don't destroy everyone.
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
FL_ANIMDUCKING is now set automatically and is used for crouching animations
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Added /LARGEADDRESSAWARE to GMPublish (for now)
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CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings
Added PhysCollide.__tostring
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Fixed broken lighthouse UV's
Been trying some more gang stuff
Gang member structure edit
Moved of of war into standard assets
We have a problem where Gangs deserialize before their members, which means they aren't found when their IDs come though. I started fixing this by making gangs just reference members by ID, and it kinda works, but there end up being too many calls to get the member objects anyway - in effect just moving the problem around. Going to solve it a different way but saving this partial work first.
Merge from combat revamp branch
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
fixed DSEs with no conditions in OR mode failing
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
Terrain decal persistence, improvements
Bonus for current target when finding threat
Add gang members properly
Got combat basics working (at least 1v1 on nospawns...)