255,056 Commits over 3,990 Days - 2.66cph!
Removed spammy morphs warnings
Fixed incoming GPV not being correctly passed through Break execution when executing player commands
Renamed EntityTypes.Generic to Collecction since we no longer have entites of Generic type
Debug stuff, Unit.Navigation robustness etc
DecisionMaker.AddDecision doesn't need to create DecisionContext when creating new Decisions on demand
Decision constructor creates a DecisionContext
index debug is no longer in ms
Agent Component System debugs
ResourceView sets parent gameObject.isStatic
DecisionMaker pre-allocates Decisions array
SmartObject no longer creates a trigger primitive for Senses, since we use the grid now
Human module weight tweaks
Going home... Going through old input...
GoalSettings, GoalPlanSettings, BehaviourChainSelectorSettings GetUsageAssets
GetUsageAssets for a buch of types
Added pooling to player collision, model and name tag
Add player LOD group in prefab preprocessing rather than ingame
Don't build player meshes until they become visible
Renamed IsHeldItem condition to ItemHasHolder, now checks for Item.Holder and Item.HoldingContainer
Interaction.ConsumeFromDispenser checks whether the parent entity is held, if applicable
DataAsset usage count now tracks assets, usages button opens a popup window with a list of each usage (needs updating/adding to more types)
resize / scale decals with scroll wheel
cave_small_medium layout
3 extra cave blocks to add granularity
Inventory updates
Fixed culling
backup current terrain files and splats
Container/Item refactoring and cleanup
More CookCorpse and machine process fiddling
Cleaning up Machine process flow a bit
MachineProcesses shouldnt be serialable either
Added Container.OnItemRemoved event
cave_small_medium base files
Minor TimeManager.DateTime getter optimisation
Removing System.Serializable from some classes that shouldn't have it
Nuked some old unused types
More inv/container ui and removing client views from containers
caves dressing cont'd
rockwall ladder/climbing mesh/prefab
temporary lava decal prefab
Removed GoalPlan.Flee(Human)
Added AIModuleSettings data validation
fixed wrong trigger that made them play the wrong attack anim
Automated Linux DS Build #438
Automated Windows Build #438
Automated Linux Build #438
Fixed physgun not being able to reload-unfreeze while holding an entity
Some initial work on vehicle interaction (entering vehicles)