193,446 Commits over 4,079 Days - 1.98cph!
Condition / consideration settings editor fixes
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Added a toggle to log any flag changes on the debug tool
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
Merge vis changes into Bill's branch too
Merge character visibility improvements and fixes
Hit indicators work again
Disabled What's New screen again
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
Player instigated GPVs get double momentum
Buildings no longer require construction (data change, testing)
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Action break/end call refactor, should make for cleaner, more useful call stacks
bring dispenser item to fire should write the fire as a machine and not a building
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand
Increased shooter dmg 4->5
null check and warning for Behaviour when trying to apply skill gain
Alignment fixes.
Material warning fix.
Reverted ItemIcon.cs because it messes with mah UI slots.
renamed a confusingly named behaviour chain element variable
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.
tweak temple B floor texture/mat
tweak highlight tile texture
Add some debug code to figure out mcore crashes
fixing all the everything
Updated vm source rig - latest rig & mesh
fix to make items have random rotation and position data when carrying more than one in one hand
Changed wall generation
Added vertical boost
New building default materials
Geiger World model, prefab, mats, textures etc