199,328 Commits over 4,140 Days - 2.01cph!
Automated Windows Build #400
Automated Linux DS Build #400
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Automated Windows Build #401
Automated Linux DS Build #401
* Panel.Remove now causes parent to InvalidateLayout
* Panel.SizeToChildren does not fail to resize to 0 values
! GitSync - Thruster Effects can now be added by mods
Automated Linux Build #402
Automated Windows Build #402
Automated Linux DS Build #402
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- Pickup UI for abilities is now coloured blue for utility and red for offensive
- Increased chances of crates having abilities and weapons (prob too high)
Merged from Behaviour Slot branch.
Added GoalPlanVariantSlotType to EnumArrays
Removed NextGPV concept
UnitManager no longer holds a list of Units, instead uses the EntityManager list
Moved AI goal completion event stuff out of EntityManager into AIManager
DataEditor perf opt/tweaks
Senses no longer kicks of UnitCollection management by default (option in data)
UnitCollection no longer creates a sensor
added sidestep and backpedal for human walk locomotin state and cleaned up the look at code a bit
Updated FreeImage (v3.15.3 -> v3.17.0)
Automated Linux Build #403
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Automated Windows Build #403
Get fucked, foreach
Profile hooks
Automated Linux DS Build #403
Don't init SteamManager in debug mode (for local builds without steam)
Fixed bad profiler sample in Entity.GetEntityComponent
GPV slots/agent slot handling doesnt use a dictionary
Fixed by unit flag check in Senses, more hooks
- Forced all damage to the player to be 1 damage again, to see if feels clearer when you're about to die
- Low health screen effect now correctly enables/disables
- Some cam code cleanup
FOR FUCK SAKE low health effect
!A wip UI level selection image
- Level select screen thumbnails are now generated from area definitions
- Moved area name text below the preview images
Procgen Railroad segment model/LODs/COL
Procgen roads segments models/LODs/textures
Action.WaitForUnitFlagChange just does a flag check in RunImplementation rather than using a state+event callback
Removed InfluenceMaps from the codebase
Unit tracker portraits only updated on demand
Disabled TSSAA sample tonemapping for now; causing problems in opengl (possibly fix for RUST-1167)
- Addded flashing GO text/anim to gameplay UI when a room is cleared
Random FlockDriver cleanup
Removed a transform null check in CombatAbilitySelector which shouldnt be needed
AIDebugger shows all GPV slots
Cleaning up GPV slot events
UnitBehaviourWidget only listens to primary GPV slot events
InteractionTriggerSettings and PlayerProgression listen to a top level Agent event that is slot-agnostic
Removed obselete Agent.SmartSubscription property
Tribe tracker portraits grabbed when tracker becomes visible
Animation component perf test (don't check whether animator has the param before setting...)
Player created desire state trickles down properly to item desires for crafting ingredients
AI data pass, fixed some blackboard reads