255,046 Commits over 3,990 Days - 2.66cph!
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data
WIP on Breeding Group and Behaviour Group in general.
Small tidy up of music manager
Reversing
14968 subtraction
- Now auto switches to basic blaster weapon when secondary weapon runs out of ammo
- Reduced ability charges to 5
- Weapon switch and boost are now correctly unlimited
- Abilities are removed from bar when used up
Automated Linux DS Build #346
Automated Windows Build #346
Automated Linux Build #346
Merge /mcore
Ignore value of mat_requires_rt_alloc_first in first call to EndRenderTargetAllocation
Automated Linux DS Build #345
Automated Windows Build #345
Automated Linux DS Build #344
Updated localization files
Automated Windows Build #344
Automated Linux Build #344
Fixed UnitMovementSpeedTriggerSettings tweaks
Added Hungry Effect
Exposed EffectSettings.IconColor in editor
Effect tweaks
Only Effects that are flagged ExposedToPlayer will shw on the UI
Fixed walking effect trigger
UnitSettingsEditor.UpdateViewRagdoll respects collider types
Hooked up some FX. Data save
UnitView won't add FixedJoint to spine if one is present
Auto setup of FixedJoint on spine in UnitView
UnitView ragdoll sync from ref prefab tool
Updated prefabs, added ragdoll stuff