193,448 Commits over 4,079 Days - 1.98cph!
Replaced all OR conditions with ConditionGroups in OR mode.
Node editor now shows the condition mode.
Changed some conditions to use GetEntity instead of Target.
Disabled some filtering and validation of conditions pending a check for blackboard key targets.
Add footstep effects to NPCs that lacked them.
Moved VampireKnight into Moss.Ai
Fixed switch compile errors.
Got base folder on validate to update on vampire prefabs.
Updated SkinEffects with foot specific callbacks.
Knight sounds.
Item tweaks.
Apply block targeting in practice.
Apply invinsibility in practice.
Fixed scene loading using path instead of build settings name
Use MapSettings consistently various systems
Removed blocker from Rocket factory staircase
Rocket factory stair colliders / LOD settings
Saved all DSE owning assets,, fixed ConditionSettingsWrapper.OnValidate bug causing dirty flag to get unset
fixed leash timer on Duke.
Added some debug info to behaviour
Duke
Prefab fixes
Manifest
A little NPC corpse gen tweaking
More scenario editor
Added some JSON type converters
First pass on multiple speed states for NPCs.
Pre npc conversion backup.
Condition groups are now working.
Removed Conditions from DSE and related editors (hopefully).
tweaked tutorial marker arrow
Rocket factory layout changes
Added makeshift walkways
Replaced some of the lifts with staircases
Material tweaks to make the area easier to navigate
Added interior lights
Doing a quick Entity test.
Scenario progress
Compile fix
adding tutorial marker stuff
ConditionGroups editor side WIP
added AiSettings.GenerateSquad flag to control if AI should make a random squad or use the map default
tutorial can restore AI settings to continue game as normal after tutorial stages
AntiHack.Log only prints to server console on debuglevel 2 or higher
updates to world double barrel shotgun rigged source