200,039 Commits over 4,140 Days - 2.01cph!
Hopefully fixed some projectile issues in Combat
More combat projectile tweaks
I think I missed this file from last checkin
More projectile / combat event tweaks
PlayerController move command FX
BehaviourPlanSettings player command FX support
PlayerController copies blackboard into GPV.BC.Blackboard when queueing behaviours
More dicking around with combat
Only invoke BehaviourChain.OnElementAdded when parameter is passed
Some clickorder files (nothing assigned yet, hold thy horses)
Set spear throwing anim to correct one (hopefully)
PerformRangedAttack NRE catch with throwing weapons
Unit.Items.IsHolding, Combat.OnPickedUpItem tweak
smartobject_test wall layer fix
Unsetting active combat ability when unequipping weapon
Don't recalculate decision score when adding to existing player instigated goal/behaviour chain
Reset UnitBehaviourWidget on goal completion
Renamed Agent+Goals partial and methods to Agent+Behaviour
PlayerController tweaks (don't remove sleeping flag when adding to unit's) behaviour chain
Desire tinkering
Removing island02 from build settings
Fixed BehaviourChain not firing OnBehaviourCompleted event + UnitBehaviourWidget not updating properly
Item handling tweaks and cleanup
Fixed percentage stat modifiers not working, cleaned up Stat+Modifiable so that we no longer store two seperate lists of modifiers... (wat)
Fixed incorrect building % calculation
Removed EntityCondition, UnitCanFindEntityCondition replaced with new Entity type and EC type conditions where they were in use. Deleted a shitload of un-used condition assets
DataEditor asset filtering fix
Fixed messy building text display.
More editor side tinkering
Fixed human building module not working
Removed pointless "self type" field from ConditionSettings. Fixed some data