255,158 Commits over 3,990 Days - 2.66cph!
Automated Linux Build #448
Updated beep - Workshop changes
* Fixed PreCleanupMap not being called on client
DataAssetUtility.ResetDataGUIDs and DuplicateAssetHook
Camera pan for decals
Remove all option
Removed quit replaced with dialog
Added naming building definitions.
Item view
Indicate incompatible
Download incompatible, open folder, allow manual loading
Fixed some bad AI graph data
Fixed AI Designer not properly saving graph data
Implemented Penalty consideration type and moved negative contributions to penalties
Refactored AI module node graph data
Moved breeding collaboration out from Human - Collaboration - Social and into Common - Collaborations - Breeding, and applied it to Human, Bear and Deer.
Convert imported version2 metal to spec
Added all clothes items
Added collared shirt
Added tanktop
Added shorts
Your items scrolls, shows all items
Tweaks to rain particle effect to improve drop frequency and density
Reduced rain shader fill rate by packing related textures
Renamed DSE BonusConsiderations to Bonuses, touched 230 assets \o/
Added DSE Penalities (not hooked up to functionality)
AssetMenu dropdowns now have two buttons : "S" for selecting the asset, and "E" to edit it in a popup window
Removed empty/null AI Module from Bear unit data.
Use absolute distance as a score when considering collaboration behaviours.
Follow distance is instantly set when activating a camera, instead of waiting for the lerp.
Done testing things with the Campfire spit, so let's remove it from the starting pool.
- When instigating collaboration, we shouldn't move to target before we make the request for collaboration, since it would make everyone walk up to each other's position at that moment (walk past each other), which looked stupid.
- Removed Breeding Social stuff, since Breeding is purely a Collaboration thing now.
FOR FUCK SAKE player revert cuz bad merge
Started splitting the player and ship cameras out
Fixed AI Designer nodes not dirtying assets when changes are made
AI Designer code layout/partial orgnisation
Moved a bunch of DebugTools entity component panels drawers to their own classes for cleanliness
Added combat states.
Picking up spears is looking good (hopefully).
Fixed Manage Weapons Goal GPV slot
Don't consider weapons without their smartobject enabled
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed
Moved more things to mouse up
Hooked up proxy model state
Cleanup from the previous revert - keeping the good bits.