200,001 Commits over 4,140 Days - 2.01cph!
DSE early rejection only after first consideration has been scored
FOR FUCK SAKE patcher rig
!A patcher animation/controller
FOR FUCK SAKE patcher prefab with updated version
FOR FUCK SAKE spikey prefab with WIP wall hit FX
!A Spikey hit slash FX
FOR FUCK SAKE burner controller anim tweak
- More item reward screen stuff
- Reduced chance and duration of spikeys stopping
Fixed a few missing/incorrect enums: TYPE_ and TEXT_ALIGN_
Automated Linux Build #212
Automated Windows Build #212
Slightly experimental this but, Reconsider of current goal plan variant's goal plan is now more than just a plan, it's in, but needs testing to confirm that the plan works as planned.
Improved handling of override decision plan params, front end and enforced through UDM
Automated Linux DS Build #212
- Item selection screen now compares current item against any existing item
Closed caption dictionaries now be loaded from VPKs
Soundsystem doesn't forget about snd_mute_losefocus on level change
Moved blood package to third party folder
More DecisionPlan inheritance tweaks and data update
Automated Linux Build #213
Automated Windows Build #213
UnitInfo widget displays description from current goal's data
Exposed GoalPlan description in editor
Added descriptions to most goal plans
Added EntityName convenience property to base Entity
-spawnradius in debug->spawn works
DSE final score is 1 as a base
Automated Linux DS Build #213
Fixed missing crafting queue
DecisionContext GetBonusFactor always returns a base value of 1
Added a second list of "bonus" Considerations to DSE
Updated DecisionPlanParametersDrawer
Bonus considerations in some Pick Best abilities
Fixed dragging not showing
Concrete Sewers textures
Stairs/Ladders Rusty version
Sewers mud texture blend mask
Sewer tunnels models/mats
Removing the concept of "active" Agent Desires
Tweaked item desire fulfilment