239,685 Commits over 3,837 Days - 2.60cph!
Mavis - smash anim updates
Lion-EL - smash body & stretch anims
FOR FUCK SAKE playership prefab/controller
!A shoot anim
FOR FUCK SAKE player animation layer setup
Automated Linux DS Build #179
halved or more many textures on swamp and dojo courts. Combined plant and tree meshes on swamp court, turned off water reflect layer for many objects, removed unused textures and lights
Unit.CreatePregnancy only takes father Unit as param
Men can no longer make themselves pregnant
re-exported swamp court buildings
-added an error message in case of empty grass-population in grass parameters.
Automated Windows Build #179
More attempted fixes for breeding
- Added ammo types and ammo
- Weapons now use ammo
- Weapon definitions can set ammo type and ammo cost
- Weapons grant ammo of their type when picked up for the first time
Automated Linux Build #179
Context menus no longer remain when their parent is focused
Changed scheme of ClientDLL context menus to match DMenu
Weapon selection via key bindings should now always work on SWEPs
Merge from stability-serialization
- Weapons can now be picked up and dropped
Added UI InputController that can use XInput
Fixed ExportTerrain window not showing up
Added UnitInBehaviourGroup condition
Fixed potential stability refresh close-to-infinite loop when loading old savegames
-minor touchups on flock settings
- Reduced duration and cooldown of speed bost
- Reduced aggro range
- WIP weapon pickups
Fixed issue that prevented server savegames from loading in the editor
made it so it eats grass and loops
and wolf idle aggressive loops
Broke some shit. Looking at shadow optimisation.
Species dietry data reset
Base Group stores fixed array of Units
Added DM data source switch to BehaviourChainFilter
mammoth fast walk, attack, eat, ouch
- Enemies in an enemy pack now have a spawn chance weighting
- Increased ratio of spikey enemies to others
- Health tweaks for enemies
- Glueblast collider radius tweak
- Changed some spawn budgets down by 10
Automated Linux DS Build #178
Automated Windows Build #178
Automated Linux Build #178
Stop g_blurx/g_blury shaders from increasing output brightness
ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts
Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering
Can now disable HUD characters on idle
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector
Added some debug line drawing for selected Unit fleeing behaviour
-first attempted implementation of flocks
-currently prefab based, can easily be made data driven
-basic culling using Culling Groups, seems to be working fine
-flocks spawn automatically in biome.temperate, they have their own spawnpopulation.
-commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling.
-yamfm
- Removed town
- Mission generation screen is now instant
Senses update existing data on perception tick
Another tweak to DM logging string output
Fixed issue with BehaviourChain completion not resulting in a GVP reset
Added Stat editing back into the debug view (only attributes right now)
Gating OnUnitReachedDestination invocation in Unit+Movement
- Reduced spawn location density around room entrances in Factory tileset
Merge from physics_updates
Give breeding group goals a bonus of 100 for testing purposes.
Stop listening for position reached once we've gotten there.
Need to flag when Breeding Grounds are "set" and when they're "reached".