201,439 Commits over 4,171 Days - 2.01cph!
Behaviour keyword boilerplate, KeywordsUtility cleanup
BehaviourChainElement.GenerateDescription uses keywords
Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
Automated Linux Build #447
Automated Windows Build #447
centralised input and eating of inputs in PlayerController
Automated Linux DS Build #447
Reverting character statc sync changes. Didn't see the Flags param in CharacterMotorState - this can be done a simpler way.
Merge +motor flag updates.
Cleanup from the previous revert - keeping the good bits.
Hooked up proxy model state
Moved more things to mouse up
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed
Don't consider weapons without their smartobject enabled
Fixed Manage Weapons Goal GPV slot
Added combat states.
Picking up spears is looking good (hopefully).
AI Designer code layout/partial orgnisation
Moved a bunch of DebugTools entity component panels drawers to their own classes for cleanliness
Fixed AI Designer nodes not dirtying assets when changes are made
Started splitting the player and ship cameras out
FOR FUCK SAKE player revert cuz bad merge
- When instigating collaboration, we shouldn't move to target before we make the request for collaboration, since it would make everyone walk up to each other's position at that moment (walk past each other), which looked stupid.
- Removed Breeding Social stuff, since Breeding is purely a Collaboration thing now.
Done testing things with the Campfire spit, so let's remove it from the starting pool.
Follow distance is instantly set when activating a camera, instead of waiting for the lerp.
Use absolute distance as a score when considering collaboration behaviours.
Removed empty/null AI Module from Bear unit data.
Renamed DSE BonusConsiderations to Bonuses, touched 230 assets \o/
Added DSE Penalities (not hooked up to functionality)
AssetMenu dropdowns now have two buttons : "S" for selecting the asset, and "E" to edit it in a popup window
Tweaks to rain particle effect to improve drop frequency and density
Reduced rain shader fill rate by packing related textures
Convert imported version2 metal to spec
Added all clothes items
Added collared shirt
Added tanktop
Added shorts
Your items scrolls, shows all items
Moved breeding collaboration out from Human - Collaboration - Social and into Common - Collaborations - Breeding, and applied it to Human, Bear and Deer.
Refactored AI module node graph data
Implemented Penalty consideration type and moved negative contributions to penalties