201,223 Commits over 4,171 Days - 2.01cph!
fixed a hole in timber mine block T junction
layout improvements cave_large_medium
Fixed PlayerInput check and reduce hitbox opacity again.
Fixed "Add Goal" button not working on Module nodes in the AI Designer
Started adding last thrown weapon things
Re-wrote fallback GoalPlans system to be use existing systems and be less shit (Goals and Plans can be flagged as fallback, only considered when all non-fallback siblings fail)
Fixed potential IOE in AIDebugger
Restored ability to drive vehicles. Cleared last vestiges of the old PlayerInput.
Disabled fancy reflection that doesnt work in DataAsset.GetReferences
Asset name typos, data save.
SerializedPropertyEx.Remove also applies property modifications to the root SerializedObject (fixes behaviour chain removal button not working in GoalPlanSettingsEditor)
GoalPlan.PickUpThrownWeapon uses the regular PickUp Interaciton
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
Changed car from four seats to one, driver only.
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Moved cginc in shaders/include/standard to shaders/standard/include
Moved cginc in shaders/include/speedtree to shaders/nature/include
Moved grass and std-speedtree* to shaders/nature
Fixed cginc paths in all relevant shaders
Made beam jumping puzzles easier
Fixed several blockers, jump shortcuts
Fixed rotation offset when exiting vehicles.
Enabled collaborations modules
fixed garlic not lodding, was due to missing material on collision mesh(weird)
improved wolf walk anim
added wolf addtive in combat facial anim
adding conversation to repo
Added testbox_nospawns scene
Collaborations request state cleanup
Collaboration request recipients don't null their reference to the request on accept/decline
backup
beam puzzles a notch easier
Ignoring + deleting Icon file that plastic doesnt like
Improved bucket design to not clip with player's camera
Made animation less choppy - got boring after a while
Removing duplicate ALS project
Removed HeldItem Actions and replaced with interface
Cave_small_easy entrance rubberbanding fix
Cave_small_medium layout rework
GoalPlanSettings now strores a list of optional "fail on interrupt" references to other GoalPlans
Improved TribeTrackerWidget couroutine management to avoid rare IOEs
Adding a 0.5m padding to building allowed zones in caves to allow for slight construction angles and alignment error
Agent+Behaviour now deals with GPV slot state callbacks and failure history tracking
DecisionContext Confidence calculation is hooked up again, using new failure tracking
Fixed TribeTrackerWidget.Tracker.IsVisible NRE
progress, prevent building volumes outside caves
Condition asset organisation
Rolled all Corpse related conditions into single CorpseCondition with modes
DataParameters.id HideInInspector
Bunker rooms dressing scene for prefabs
More conditions cleanup
Removed useless Unit.Targeting component and related condtions, actions and a selector