224,672 Commits over 3,714 Days - 2.52cph!
TargetFilterCondition should now properly copy and write back all blackboard data consistently
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.
made campfire gathering filter condition not shit
NRE fix for decisions with no Goal Plan
Don't let them change their email address
Target Filter as selector for making fire WIP
Changed TargetFilterCondition to not require target and be of selector type
Scan signup name for bad characters
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
multiple player guns at once
fixed error with player gun physics force
WIP Save/Load logic refactor
Breaking everything
- 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
Room placement improvements
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
leaderboard times show extra decimal places when needed
time doesnt show unnecessary trailing zeroes
Fixed terminal purchases not deducting cash
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