224,819 Commits over 3,714 Days - 2.52cph!
Lots more save load stuff
Kinda working
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Added a LoadObject Library node
Seems to work better than the AssetRegistry, even though it's mostly doing the same stuff. Old AssetRegistry logic is still there if we need it.
Cleanup
Tree optimization
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Various
Cleanup
LOD tweakage
Removed payphones from map prop list
No damage anymore from shooting (or punching) members of your own gang
Reverted to previous icesheet density but with more accurate coliders and fixed uvs
player gun tweaks
player gun perp offset
autorotating gun
form number text
powerups blink before disappearing
powerup blink tweaks
Fixed icesheet UVs
Icesheet material tweaks
More Save/Load progress
Still mostly broken
Made icesheets more dense to allow for smoother traversal
Made icesheet colliders more accurate
Tree server files.
Cleanup.
fixed people being stuck holding two branches for the fire
Freeing up hands only happens when near the target
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
moving more logic from bp_floor to game state
move module arrays to game state, ended up breaking the debug module a little in the process though :(
Made icesheet debris smaller
Made iceberg coliders more accurate
Move thread fix
Ban basics
Savas map marker tweaks
SavasKoth added map markers
upgrade to 4.18
everything seems to be fine so far, had to redo some destructable mesh
stuff but thats it
Video embedding
production
Thread name limits
Syntax highlighting
Thread mod tools in heading
Thread move modal
json view
Iceberg/icesheet increased lod distances
Fixed post icon selection opacity
Syntax styles
Thread lock icon size, threadlist moved thread
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
improvements to fire gathering AI
Iceberg/icesheet scene2prefab
Icesheet/Iceberg renderlod distances
Another round of improvements to Murderer AI.
Touched up on Murderer ai.
Iceberg 1 LOD/COL / Prefab layer settings
TargetFilterCondition should now properly copy and write back all blackboard data consistently
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.