193,454 Commits over 4,079 Days - 1.98cph!
Killed some linq in Zone+InfluenceMaps
GUI skin stuff for Decision Log
A little work on DSE logging.
- Camera work for M/K mode
-Enityt Condition now supports masks for BuildingStates
Fixed frontend font issue
Fixed test cave messing up CraggyIsland
Got rid of server hierarchy group (messes up some DontDestroyOnLoad stuff)
Fixed viewmodel scene button errors
"Best" styles for decision log
-FindUnbuiltBuilding checking for Foundation vs Construction
-shortcut (ctrl+alt+x) for decisionlog
Fixed bug report help not showing on new branch name
-fixed up EntityCondition
-fixed up CanFindUnbuiltBuilding's data
- Refactored camera code to make it easier to change behaviour based on input method
rearragned human controller, added human sit anims and tweaked sleep anim flow
added dylan's quickshot 3
anims for humans
using axe
using hammer
looking at something close
looking at something far away
rummaging in a bush
succeeding doing something
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blend out of the wakeup animation as soon as the player starts to move
Added a lowest score threshold to DSE, hardcoded to 100'000 for now, to prevent derp decisions of really low score.
Added "wake up from sleep" animation
Added animation for when the player gets up from wounded while lying on his stomache
Re-rigged the semi_auto rifle to include Tom's new model / materials
Dynamic music arrangement WIP
Idle ability, Wander ability
Agents now have access to all abilties from AbilityManager, no longer stored in AgentSettings
Moved TOD xmls, data save
Cliffside topo fix
Added AbilityManager
- Even more UI elements now use the auto toggle UI prompt functionality
- Changed Space Bar prompt text to Space Bar instead of just Space so thickos don't get confused by being in space and pressing a space bar
- Control select screen rewording
- Controls help panel in Town now reflects the current control scheme
- Shop can be exited with M/K
- Mouse cursor is now set as soon as M/K input is chosen at splash screen
- Options screen now works with mouse and has correct prompts based on input type
- Escape can now close the options menu (instead of just opening) in either control config
Bear meat cooks to bear meat (not wolf meat)
- Removed more debug forcing before meging back
- Uncommented some code from testing
Updated runs in controller
Asset save
Added Wander Ability
Aded Goal : Idle under Goal : Self - Social
Packed smooth/blurred slope information (steepness) into coarse Terrain_Height; tweaked/fixed ocean foam (#404)
Added single channel options to custom\blur shader
Lots of data changes
Added MachineCanProcessItem Condition
Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
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Cowboy - south west & west run anims +.meta
Cowboy - south west & west run anim source
Changed some stuff around, fixed some stuff. Need to put it all back together in a cool way.