193,454 Commits over 4,079 Days - 1.98cph!
Hair piece collection now assignable per skin/race set
Adjusted hair sets folder to reflect changes
refactored UnitFilter to a generic SelectionFilter, used by UnitSelection and new TileSelection.
tile selection can now be locked to specific tile/tiles.
BaseInput now checks TileSelection before trigger tile clicked events.
tutorial turn 1b now locks movement tile selection to the tutorial tile.
Added hair sets player model and ragdoll prefabs
Hair piece replacement/removal
Double shotgun worldmodel update, material settings changed
Must've been half asleep when I wrote some of the previous trade code. Here's some stuff that works.
Scene work.
Spawner error fix.
Give the tading screen an inactive state
Added the territory module to the bear and added a select random position in territory so bears don't wander as much and murder tribes
Working properly with client/server and delayed deserialize
merge from main/unitsounds
updated the nailgun prefab with Tom's LOD models
Readonly item icons for trade screen
Rework of KillSummary so it will retain the name and settings of killers after the entity has been destroyed.
People will now only pick up a corpse they killed (or one killed by another group).
Fixed passing Lua's NULL to certain tables where non-Entity is expected causing a crash
Fixed a client crash related to clientside bone manipulations
TutorialController, state setup.
more wip tutorial
viewmodel skinning update for SAR & Eoka
Delay crafting window desire creation until after deactivation callback so that we see changes on the desires UI
Fixed culling in glcore
Fixed dark viewport in glcore / all platforms
Fixed compilation warnings
InCombat == False on a bunch of food Goals
Testing not considering a failed consideration as a failure if the score is inverted.
AI tweaks.
Fix for default DSE condition/consideration type filtering
Fixed Unit.Desires.GetAllDesires returning true when the buffer is empty
Removed GameUI menu dropdown
Desires UI juice WIP
Removed group modes from TargetFilterConsideration.
Added ConsumeValueForGroup mode to EntityValueConsideration.
Cleanup of Group to handle destroyed entities.