255,019 Commits over 3,990 Days - 2.66cph!
Started on cubemap importing. Removed default sky light cubemap, can't find it in standalone build?
Update to VM rig source files
reverted goat stats changes accidentally checked in
Module Refactor
Merge branch 'master' of SandboxGame
metaref error fix
Deleted PostAttackCombatAction and moved it to the end of the attack command.
Moves and attacks now return their calculated CP cost to the calling function.
Added Free Move / Free Attack floating combat text
moved animal combat to a new layer so root motion can override movement
made goat work with root motion attack
Fixed bad target filter setup in GoalPlan.DropUndesiredItemAtCamp causing blackboard read spam
Now handles held input repetition in options navigation
Better options page navigation
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
Condition / consideration settings editor fixes
bullet effects use float array for params
adjusted player mass to 1f
removed some debug stuff
fixed tentacle pixel debris
rope removed if an anchor doesnt exist
rope start/end positions initialized correctly
fixed another issue with pattern starting rotation
improved slowmo bullet effect force
octopus purple bullet pattern
pattern rotation speed modifier param
slowmo bullet adds invuln, invuln only blocks negative hit effects
pattern num bullets in volley modifier
pattern num volleys modifier
only negative bullets cause danger slowdown and push
repel bullets shake & vibrate
pattern shoot delay modifier
pattern forward spread modifier
Merge branch 'master' into options
Added preview sound effect when changing sfx volume
Sky light entity with default cubemap
repel bullets shake & vibrate
pattern shoot delay modifier
pattern forward spread modifier
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Added a toggle to log any flag changes on the debug tool
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
Merge vis changes into Bill's branch too
Merge character visibility improvements and fixes
Hit indicators work again
Disabled What's New screen again
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
pattern num volleys modifier
only negative bullets cause danger slowdown and push
pattern rotation speed modifier param
slowmo bullet adds invuln, invuln only blocks negative hit effects
pattern num bullets in volley modifier
fixed another issue with pattern starting rotation
improved slowmo bullet effect force
octopus purple bullet pattern
Player instigated GPVs get double momentum
Buildings no longer require construction (data change, testing)
Remove everything except for post proc from bootstrap (needs content cooked)
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Action break/end call refactor, should make for cleaner, more useful call stacks
Add dummy light and light_spot hl1 entities
Directional, point and spot light entities. Add directional light to map builder
bring dispenser item to fire should write the fire as a machine and not a building
Move worldspawn ent to hl1
Add basic flying movement to map builder so it actually does something
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand