255,104 Commits over 3,990 Days - 2.66cph!
Fixed TribeTrackerWidget.Tracker.IsVisible NRE
Agent+Behaviour now deals with GPV slot state callbacks and failure history tracking
DecisionContext Confidence calculation is hooked up again, using new failure tracking
Adding a 0.5m padding to building allowed zones in caves to allow for slight construction angles and alignment error
GoalPlanSettings now strores a list of optional "fail on interrupt" references to other GoalPlans
Improved TribeTrackerWidget couroutine management to avoid rare IOEs
Cave_small_easy entrance rubberbanding fix
Cave_small_medium layout rework
Removed HeldItem Actions and replaced with interface
Removing duplicate ALS project
Improved bucket design to not clip with player's camera
Made animation less choppy - got boring after a while
Ignoring + deleting Icon file that plastic doesnt like
backup
beam puzzles a notch easier
Collaboration request recipients don't null their reference to the request on accept/decline
Added testbox_nospawns scene
Collaborations request state cleanup
adding conversation to repo
fixed garlic not lodding, was due to missing material on collision mesh(weird)
improved wolf walk anim
added wolf addtive in combat facial anim
Enabled collaborations modules
Fixed rotation offset when exiting vehicles.
Made beam jumping puzzles easier
Fixed several blockers, jump shortcuts
Moved cginc in shaders/include/standard to shaders/standard/include
Moved cginc in shaders/include/speedtree to shaders/nature/include
Moved grass and std-speedtree* to shaders/nature
Fixed cginc paths in all relevant shaders
Moved water scrips from 3rdparty to scripts/procedural/water
Moved water resources and materials to content/nature/water
Moved water shaders to content/shaders/water
Renamed WaterEx component to Water
Changed car from four seats to one, driver only.
Updated getting in/out of vehicles. Can now attach both player and motor. There's still an issue with player's eye orientation after getting out.
Fixed movement on slopes. Ground normal always returned as 1 and slope speed calc was broken (probably unnoticed because slopes were never detected).
SerializedPropertyEx.Remove also applies property modifications to the root SerializedObject (fixes behaviour chain removal button not working in GoalPlanSettingsEditor)
GoalPlan.PickUpThrownWeapon uses the regular PickUp Interaciton
Disabled fancy reflection that doesnt work in DataAsset.GetReferences
Asset name typos, data save.
Restored ability to drive vehicles. Cleared last vestiges of the old PlayerInput.
Fixed potential IOE in AIDebugger
Re-wrote fallback GoalPlans system to be use existing systems and be less shit (Goals and Plans can be flagged as fallback, only considered when all non-fallback siblings fail)
Started adding last thrown weapon things
Fixed "Add Goal" button not working on Module nodes in the AI Designer
Fixed PlayerInput check and reduce hitbox opacity again.
fixed a hole in timber mine block T junction
layout improvements cave_large_medium
AI Debugger shows buttons to quickly select module/goal/plan/selector/behaviour with each log
TakeFromDispenser skill usage is conditional, not always applied (.Enabled in data)
Fixed AI Debugger Decision Log logging not filtering grouped logs properly
Moved GroupKnowledge "Can Find" methods to Unit Knowledge (crafting UI buttons will be disabled when the selected Unit cannot find required items)
NRE fix, better request cleanup
Updated the motor a little.
Fixed some input issues with menus not working properly.
More Collaborations cleanup, component only holds a single received request
Added industrial prop c and metallic material fixes
Simplified Collaboration request send/receieve, added some more restrictions to avoid people sending requests that will always be rejected
Automated Linux DS Build #441
model grid tweaks
adding cave_large_medium files wip