198,617 Commits over 4,140 Days - 2.00cph!
reworked move/attack audio events
Overgrowth dressing scene updates
Added DesireTypesComparer
Added support for placement of items that are flagged as placeable in their data
Added PlaceBlackoardItem Action
Added craftable torch (no light or FX right now)
Cleaned up Item callbacks, actions
Intentions to namespace, refactored class names, updated refs in a bunch of code (mostly Actions)
Saved island01 with splat painting disabled (cc frankie)
Player commands cleanup, reduced code duplication
Better terrain adjustments on small caves
Rock formations use prefab scene for easier handling
Fixed rock formations sometimes placing on roads
Increased burner movement range 3->4
More Desires refactoring.
Increased min distance between caves (more space between their nobuild volumes)
Don't place prefab mountains on maps that are smaller than 3000x3000
Added wolfskull worldmodel
reduced tri count of LOD1
Networked mode uses arcade truck
Sky+Camera scene auto loads and unloads when working on scenes with a Zone component in them
Old EnumComperer removed, added some classes for other enum types in EnumComparers,
island01 tweaks & changed the terrain former script a bit
Switched truck to use new player setup
Fixed colliders not batching on server load
Fixed clientside exception
Automated Windows Build #614
Automated Linux DS Build #614
Automated Linux Build #614
Fixed debug builds
Replaced queued console-print vector/mutex with TSList
Increased allocated size for goal- and goal plan - binary heaps.
SelectedInteractableIndicator cleanup
Merged in Decision Making refactor (from recursive and re-evaluative approach to iterative/heap-based and evaluate-once).
Cleaned up and removed old DM paths.
Found the bug causing woodcutting rampage.
Merging multithreaded batching
Automated Windows Build #613
Let's test goal and goal-plan for 0, since it "can" be at the top of the heap if there's nothing better available.
Icons and building stuff.
Added intial NPC status UI