201,223 Commits over 4,171 Days - 2.01cph!
Fixed NRE related to player commands reseting selected unit's current goals
AI : Human - Food module scoring tweaks, added Eat From Resource GoalPlan
Renamed "Behaviour Chain Selectors" to "Target Filters", added tab in DataBrowser
Updated all GoalPlan assets with new field names, because Unity is lying to me.
Added missing semicolon in CImage::CloseImage
Automated Linux Build #442
Automated Windows Build #442
Change enter vehicle text since we only have drivers at this stage.
Automated Linux DS Build #442
Removing old vehicle test classes
Removed latency emulator calls per request
NetworkEmulator comment edit only
Automated Linux Build #18
Automated Windows Build #18
Automated Linux DS Build #18
Setting players as NetworkEntity children of vehicles when they enter. Refactored NetworkEntity to allow for setting null parents. Added support for booleans in RPCs
Preventing vehicle interaction text when someone is already in a vehicle.
Merge from BuildingConstruction
Building decay system groundwork
Adding EntityType limitations to EffectSettings, StatTypeDefinition. Touched a lotta data.
EffectSettings.CanApply checks for valid EntityType
DataBrowser effect labels prefixed by EntityType
StatsParameters validation for data, names for StatData entries
StatTypeDefintion groups by EntityType in DataBrowser
Added some Building specific Stats (Rain & Wind Resistance, Structural Integrity)
Finally got player-in-vehicle initial sync working. OnClientInitialize manual call here is a bit hacky.
mp5 viewmodel and worldmodel prefabs and sound f/x
added glue
added propane tank
added roadsgins
added sheetmetal
added sticks
updated lootspawn to optionally use a min/max amount to spawn
template component loot table
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
* Fixed an issue with DComboBox
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed
Automated Linux Build #443
Automated Windows Build #443
Automated Linux DS Build #443
Added some entity debugging tools (find, find_group, find_id)
Fixed certain entities sending a group changed message before they spawned (which is pointless and ignored on the client)
Log warning when trying to change the group of an entity that does not exist on the client
Entities can opt out of the load balanced game object destruction (makes sense for held entities)
timber mine prefabs have their own prevent_building volumes
sewer tunnels and rooms prefabs have their own prevent_building volumes
Added entity debug commands to server build as well
cave debug digits added to cave scenes (easier to target bugs that way)
reduced the amount of caves total spawning to a maximum of 25 possible (same as the old cave)
scene2prefab caves
Flash selected decal
Updated inventory deault items