200,142 Commits over 4,140 Days - 2.01cph!
Building Structure - Water tower collision adjustments
LOD Distance adjustments for iconic structures
Renamed CameraModule.ParentCamera to PlayerCamera for clarity
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FOR FUCK SAKE cleanup unused slope prefab
Renamed Internal-PrePassCollectShadows to Internal-ScreenSpaceShadows to match built-in change
Fixed revz screen-space shadows
GetAverageGroundHeight based on Target rather than ParentCamera for less awkward camera control.
FOR FUCK SAKE factory models
FOR FUCK SAKE factory prefab
FOR FUCK SAKE removing old ssao solution and replacing its reference by amplify occlusion in the ShaderQualitySetting.cs
Satellite Dissh and Sphere Tank updates
moving LOD component of older models to renderer LOD
made ready to place prefabs out of them
Forgot this ladder prop prefab
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.
Weapon mods can add offset to weapon stats (as well as scale them)
Fixed weapon hip aim cone parameter being ignored (always 1)
Fixed that only the first weapon attachment was receiving the weapon aiming state
DistanceConsideration checks for senses data before making any of it's own distance calcs, also gates use of pathfinding distance calc by a min distance
Improved SetDestination RunImplementation use of perception data, cleaned up a bit
Fixed some issues with VisualFX and made play/stop better
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
GitSync - TTT changes + DListView/DPropertySheet update
Hopefully fixed SetDestination bug
Fire related goals consider all fires equal, no longer filter by specific data id
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint
Added some cooking behaviour to the human food AI Module
Added CorpseCondition
added buildings to city max
Corpse.Create re-parents and zeros parent Item's SmartObject trigger
added buildings to city hex blocks, unified and exported to unity
started implementing MaterialTypes for Items and Buildings
Decision log filtering options
rock vm source updates
hatchet vm aiming source
CanFindRequiredTool > IsCarryingRequiredTool
Removed CanFindBuildingMaterials Condition
AI data updated to remove most usage of "Can Find" Conditions
fixing small bug in the controller where left arm torch holding exit was waiting for bool to be true instead of false so never exited
also removed can transition to self on all left and right arm layer animations, seemed to be working fine with them but we dont want them anway..
Dispenser changes, ditched concept of "master" item, replaced with "DestroyOnDeplete" flag
Use animation curve rather than float.Map for distance-based zoom speed.
Added item value for building consideration (currently just picks highest value item)
Buildings with no material requirements now correctly get set to Construction state (although the AI isn't building them for some reason)
Added tooltip to Blackboard Read, since it's purpose can be confusing.
GoalPlanParameters.BehaviourChain wrappers now have a type to switch on (Behaviour or Selector).
BehaviourChain Selectors replace "Pick Best" type Ablities. Data migration WIP.
AI Designer editor performance improvements
Removed Weight from DSE, moved to DecisionPlan
Fixed ALL interactions on buildings requiring tools and skill.
Fixed UnitDecisionMaker.FilterEntities NRE
Fixed NRE in DSE when scoring BehaviourChain selectors
Removed AssetEnum attribute usage due to bugs caused by performance tweaks