255,024 Commits over 3,990 Days - 2.66cph!
removed boxes and cones that would get the bradley stuck
adjusted props to slightly funnel the bradley in hard to navigate areas
preliminary engagement path work - don't allow bradley to turn in straightaways
Increased Human max filter target candidates count to 15 (was 10, lower than some animals)
Added an ignore carried items option to BehaviourChainFilter to filter out items held by the unit running the filter
Turned this on for the Gather fuel for fire goal plan, fixes unit's clothing getting evaluated in the filter
Reverted the random peek point I committed earlier
TargetFilters will now peek into the target array at a random point rather than starting 0, helps when dealing with large (10+) filters to ensure items that are at the end of the array get a change to be selected
New gathering for fire AI WIP (DM disabled for now).
Value For MachineProcess is now a mode of EntityValueConsideration.
removed non-relative mouse aiming
fixed player-aiming pattern start angle
changed pattern mirror modes
tweaked controls
Removed confidence from decision scoring
DecisionMaker and DecisionContext now reference an IUnit rather than an IEntity that we cast as IUnit everywhere.
mousing into the map viewport of preview map now switches to edit mode
Progression widget now modal
Closing potential sources of NRE in occludees
Packed another few dozen materials
Minor tweaks to texture usage report tool
Deleted the squad editor unit buttons from the scene
Changed unit button bar spacings to work with normal Unit button prefabs
Supermarket loot spawn tweaks
Merge from weekend_branch
Email blog post to mailing list
Added events for clicking map button for preview and for edit.
Bottom squad editor panel now opens/closes depending for edit/preview modes
Supermarket final tweaks and polish
Can now drag units from the panel onto the board
Scale fix.
Dragging and release a unit onto a blank tile now works
Added mouse input event for left click up NOT over the board area
board unit dragging basics
Packed hazmat suit materials
Downscaled hazmat mask textures
Downscaled wood armor and roadsign vest
gas_station update
gas pump LODs/COLs/ Textures and prefab
Added mouse input events for releasing left mouse over a unit or a tile
Disabled drag scaling for now
moe wip dragging
Downscaled heavy plate jacket and pants
Packer tools support for 48 and 64 bpp
Fixed imageutil savetexture swizzling
Fixed compile warnings
Supermarket cash register
Fixed possible Lua error(s) in menu state
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Kill SetVisible on CharacterModel. SetVisibility is king now.