198,677 Commits over 4,140 Days - 2.00cph!
Decision log filtering options
started implementing MaterialTypes for Items and Buildings
added buildings to city hex blocks, unified and exported to unity
Corpse.Create re-parents and zeros parent Item's SmartObject trigger
added buildings to city max
Added some cooking behaviour to the human food AI Module
Added CorpseCondition
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint
Fire related goals consider all fires equal, no longer filter by specific data id
Hopefully fixed SetDestination bug
GitSync - TTT changes + DListView/DPropertySheet update
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
DistanceConsideration checks for senses data before making any of it's own distance calcs, also gates use of pathfinding distance calc by a min distance
Improved SetDestination RunImplementation use of perception data, cleaned up a bit
Fixed some issues with VisualFX and made play/stop better
Fixed that only the first weapon attachment was receiving the weapon aiming state
Weapon mods can add offset to weapon stats (as well as scale them)
Fixed weapon hip aim cone parameter being ignored (always 1)
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.
Forgot this ladder prop prefab
Satellite Dissh and Sphere Tank updates
moving LOD component of older models to renderer LOD
made ready to place prefabs out of them
FOR FUCK SAKE removing old ssao solution and replacing its reference by amplify occlusion in the ShaderQualitySetting.cs
FOR FUCK SAKE factory models
FOR FUCK SAKE factory prefab
GetAverageGroundHeight based on Target rather than ParentCamera for less awkward camera control.
Renamed Internal-PrePassCollectShadows to Internal-ScreenSpaceShadows to match built-in change
Fixed revz screen-space shadows
FOR FUCK SAKE cleanup unused slope prefab
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Renamed CameraModule.ParentCamera to PlayerCamera for clarity
Building Structure - Water tower collision adjustments
LOD Distance adjustments for iconic structures
Building Structure - Water tower - COLs & Prefab update
Dungeons backup
Allow mathematical matproxies to execute & override entity alpha/color modulation during queued rendering
fixed testmap issues. Added shit window selection, etc.
Improved fleeing behaviours based on diet and threat level
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Commented out Smartobject subscription count balance tracking in Squiggle.
Goal and Goal Plan's MakeDecision calls now randomly picks among the best decisions diverting at most from best decision by a score of 0.1
Tweaked a bunch of AI data weights
Added sparks to fire particle fx
Fixed bad scale on FX prefab
Added GetRandomDecision to DecisionMaker.
MakeDecision now takes a diversion_from_best value, if not 0 we use the random decision getter.
Added FSM.
Started on FSM impl for Breeding Group.
SetDestination now takes perception of target into account for the combat mode.
broken item mods fall off weapon into player inventory