194,093 Commits over 4,079 Days - 1.98cph!
VisualFX FollowUnitHead positioning mode ignores rotation
Feedback, analytics, fixed massive onvalidate bug
Unit.Items.OnPickedUpItemCallback now properly tests picked up items against existing unfufilled Desires
Effects component removes all active effects in PreDestroy
first pass sneaking anims
Fixed shitty view management bugs
Actions : TakeFromDispenser waits for callback instead of ending, when it should
Crafting queue cleanup
Double click craft
Touched 2800 meta files for no good reason
Package mission can be won
cleans up now
Fixed TakeFromDispenser not allocating state array on enable
Added generic unit collection settings,
- More Behaviour Tree learning
UnitSettingsEditor NRE fix
Trigger radius for senses should be a bit smaller now
Removed another range check for ranged abilities
Fixed bad field instantiation in UnitSettings
Unit collections tab in data editor
fixed item description text
UnitCollection now has a proper data type (UnitCollectionSettings)
Action.BreakChain renamed to Break, logs on break when agent.Entity is selected for debug
Fixed moving to target Abilities not having access to current combat ability
Moved tick of Effects away from Sim Tick.
Lets only clean up the dead after Post state of sim tick
Benchmark results use a truncated average instead of plain average
Rendermode benchmarks
Removed range check for ranged attacks when shooting.
Temp caching target for slightly better readability.
EAC hashtool config updates
made ragdolls stop glitching when scale is not 1
add force to correct bone from correct distance in ragdoll when hit by arrows(has some other problems)
Some minor cleanup to the combat ability selector code and a suggestion/comment.
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feature complete ownership functonaility (unless its broken )
Clamp Unit senses radius to 75, fixed scale of the trigger itself
- Started porting the simple AI to Behaviour Designer as a learning exercise
ActionState reset handling/cleanup
Fixed Wait Action state handling causing errors
Desire.Equals overloads compare DesireParameters rather than Desire
Desires data properly assigned in Unit.Desires.AddDesire
Added timeout to package collision