193,462 Commits over 4,079 Days - 1.98cph!
TargetFilterConditionEditor
Nuked large scale occlusion
Added TargetFilterCondition
Fixed player tribe spawners adding territory at 0,0.
tweaks to corpse picking up and dropping AI.
Hapis Removed phantom ladder trigger at Refinery
Hapis fixed falling through terrain at west coast cave
Hapis fixed falling through terrain mtnside cave entrance
Hapis added building block to desert cave entrance
Hapis fixed duplicate lighthouse map markers
Hapis APC prep
rename gmhtml -> gmhtml-old
- AutoDestroy now destroys NetworkEntites correctly
- Added AutoDestroyEmptyContainer, and empty loot containers now auto-destruct early
- If a player is interacting with the loot container that gets destroyed, the UI for it is now closed correctly
Let gang visual sets be set correcting in combined CLIENT+SERVER mode, for easier testing.
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Made testmap_smaller even smaller. Maximise loading time when testing.
Gold coin currency into loot tables.
Cleanup.
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Fixed carried units appearing in a units portrait view
Mission arrow scale adjustments
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Better gang visual set assignment
Cleaned up the setting of combat abilities and weapons in Combat.
We now only consider weapons equipped in the right hand to be useable.
Savas Loot tweaks
Savas added north and south recycler
Savas exploit fix
Savas monuments are now marked on the map
Iceberg/icesheet LOD, COL and prefabs
Icesheet scene setup / added smaller icesheet variants / added more abandoned boats
minor melee fixes for npcs
Improvements to autonomous corpse gathering / butchering.
Added categories to most target filters.
Worldmodels for all gems.
Rubies, emeralds, diamonds, sapphires; items, icons, loot tables.
fix ui anchor for resolution
update WIP squad editor UI rework
adding alpha raycaster plugin
adding ui button texture for alpha raycast
adding font material
Make testbox_hunting great again.
Added testbox game mode to test stuff without losing the game.
People should now actually pick up corpses and drop them by the fire.
Gems
Monument hud stuff
Sound stuff
Random tweaks
Human Defensive module only disabled if unit is selected and has a player target
Removed player commanded hunt desire creation ability because it sucks
Attacking now attacks the current combat target rather than setting it.
Human Defensive module won't run if there is a player commanded target.
Removed some rally related assets
Remove RallyGroup action (pending refactor of how we handle this kind of group based command)
Fixed AI module editor not allowing conditions of certain types to be added to the DSE
Generated names are now owned by EntityManager so that the pool of names is used for all humans, not just the player tribe.