199,201 Commits over 4,140 Days - 2.00cph!
Steamworks - new branch layout
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
EntityConditionSettings.DecisionLayer == Any
Added StoreTarget Action
EntityCondition/BuildingFilterSet improvement
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
Don't remove global entities (trees, etc) from the send queue when clearing
Fix for roadside decor sometimes spawning too close to each other
- Added a crosshair curstor to M/K mode
- Disabled light cookie for aiming laser in M/K
- Disabled aiming laser in M/K
- More M/K tweaks
Fixed rogue beep sound in the menu options
Removed in-game store (opens link to Steam Item Store)
rebaked lightmap, tweaked main light, added glow and particle effect to icons
Changed some stuff around, fixed some stuff. Need to put it all back together in a cool way.
Cowboy - south west & west run anim source
Cowboy - south west & west run anims +.meta
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Lots of data changes
Added MachineCanProcessItem Condition
Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
Packed smooth/blurred slope information (steepness) into coarse Terrain_Height; tweaked/fixed ocean foam (#404)
Added single channel options to custom\blur shader
Asset save
Added Wander Ability
Aded Goal : Idle under Goal : Self - Social
Updated runs in controller
- Uncommented some code from testing
- Removed more debug forcing before meging back
Bear meat cooks to bear meat (not wolf meat)
- Options screen now works with mouse and has correct prompts based on input type
- Escape can now close the options menu (instead of just opening) in either control config
- Mouse cursor is now set as soon as M/K input is chosen at splash screen
- Shop can be exited with M/K
- Controls help panel in Town now reflects the current control scheme
- Control select screen rewording
- Changed Space Bar prompt text to Space Bar instead of just Space so thickos don't get confused by being in space and pressing a space bar
- Even more UI elements now use the auto toggle UI prompt functionality
Cliffside topo fix
Added AbilityManager
Moved TOD xmls, data save
Idle ability, Wander ability
Agents now have access to all abilties from AbilityManager, no longer stored in AgentSettings
Dynamic music arrangement WIP
Added "wake up from sleep" animation
Added animation for when the player gets up from wounded while lying on his stomache
Re-rigged the semi_auto rifle to include Tom's new model / materials
Added a lowest score threshold to DSE, hardcoded to 100'000 for now, to prevent derp decisions of really low score.
blend out of the wakeup animation as soon as the player starts to move
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anims for humans
using axe
using hammer
looking at something close
looking at something far away
rummaging in a bush
succeeding doing something
added dylan's quickshot 3
rearragned human controller, added human sit anims and tweaked sleep anim flow