255,353 Commits over 3,990 Days - 2.67cph!
Deleted Un-used GroupCanFindUnitCondition, and code from Knowledge
Added truck colours
Increased mission radius marker
rabbit eating & alert state
Tutorial sub-task animation tweaks, play sound on complete (placeholder pop)
Building AI Module weight tweaks
Equip Carried Item Action
Stow Equipped Item Action
Pick Up and Equip
Pick Up And Stow
Is Holding Item Condition
Is Holding Anything
Is Holding Weapon
Equip Carried Item Action
Stow Equipped Item Action
Reduced glove and boot bullet and melee protection by 50%
Moved all third party stuff into Standard Assets in hope of speeding up compile times a bit
Deleted SEGI and Water2
XP saving uses protobuffers, no garbage
XP databases will be converted on first run
TargetIsInRangeConditionSettings modes
Combat AI data pass
CookCorpse only accepts skinned corpses, doesn't force state
Corpse decay improvements/consistency
Added SetCorpseState Acton, added to Skin Corpse Interaction
IsPerceivedByTargetConditionSettings Modes
Fixed sneaking to target breaking all the time
Removing unnecessary stuff from FollowTargetSettings
GoalPlanVariant passes blackboard through to GoalPlan SimTick for break condition evaluation
Disable Unit.Navigation NMA autobreaking
Added custom version of playdead's temporal anti-aliasing
Apparently I changed stuff in the AI Designer
Switched to world space player names
Updated Sqlite
Sqlite thread safe
Sqlite insert speed unit tests
Increased default server.queriesPerSecond
Fixed raknet debug output in server console
Fixed item ownership distributing far more than 100% of total XP
updated player rig with fixed offset
Fixed deer not being properly attached to campfire
Fixed building container being disabled when it shouldnt
Player tutorials are no longer sequential, UI displays all subtasks
Fixed deer alert animation conflicting with isCarried state
Added temperature override to debug tools
Pipe incoming GPV through GPV/BC/Behaviour/ActionChain and finally Action Break impl.
SetDestination base break impl checks for matching action of same type in the incoming GPV and avoids stopping the navMeshAgent when a match is found
Added a Navigation callback safety gate