11,455 Commits over 3,561 Days - 0.13cph!
Support for design save/load scope & priority. EntityInstance, ServerWide, Default.
Protobuf.
BaseCombatEntity now stores last person you attacked.
More events work.
description/name + layout tweak
protobuf
Attacked event no longer gets triggered by own entity
Store owner entity in memory slot 5.
Attacked event now uses input memory slot instead of assuming self.
regen protobuf after merge
Store own entity in entity memory slot 4 for use with events
Added HealthBelow event.
Allow multiple instances of an event type per state container.
Protobuf.
Event result inversion.
Fixed some event results.
Serialize event inversion.
state containers now have an input memory slot.
states now get parameters from the memory slots.
protobuf/serialization
input/output serialization
proto
removed previously hardcoded entity memory indexes
input/output memory slots
protobuf
prefabs
ui prefab/prefab variants.
added invert toggle to event UI.
Attack interface, state, event, design, classes, etc.
Added BaseNavigator.Moving
MoveTowards & Roam return running or finished.
Added StateFinished event.
small StateStatus refactor, now allows for Running and Finished
BasePathfinder roam positions, test roam state, navigator improvements
state change event refactor
applied yesterdays memory bank shelved changes
protobuf
wip memorybank serialization
event fixes, start/stop design events, fixed test entity not being attackable.
More state container fixes and transition features.
Added console.erroroverlay toggle.
Added StateError.
State ticking now returns a states code (error/ok initially).
Added state error AI event.
Changed existing states to return correct codes.
Navigator fixes and improvements