194,006 Commits over 4,079 Days - 1.98cph!
Trying to add stats to groups
Fixed ragdoll sync/update tool
decay.scale convar scales both decay delay and decay duration
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
Renamed GoalDatabaseSettings to AIDatabaseSettings, related classses
Fixed client compilation
Fixed a few prefabs
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data
WIP on Breeding Group and Behaviour Group in general.
Small tidy up of music manager
Reversing
14968 subtraction
- Now auto switches to basic blaster weapon when secondary weapon runs out of ammo
- Reduced ability charges to 5
- Weapon switch and boost are now correctly unlimited
- Abilities are removed from bar when used up
Automated Linux DS Build #346
Automated Windows Build #346
Automated Linux Build #346
Merge /mcore
Ignore value of mat_requires_rt_alloc_first in first call to EndRenderTargetAllocation
Automated Linux DS Build #345
Automated Windows Build #345
Automated Linux DS Build #344
Updated localization files
Automated Windows Build #344
Automated Linux Build #344
Fixed UnitMovementSpeedTriggerSettings tweaks
Added Hungry Effect
Exposed EffectSettings.IconColor in editor
Effect tweaks
Only Effects that are flagged ExposedToPlayer will shw on the UI