254,979 Commits over 3,990 Days - 2.66cph!
fixed research table showing 0% with condition based items
remove debugbox from GoToRandomSpot
HarvestResource re-write
Resources now dispense all of the target resource on harvest
-wandering is now safe aware.
resource interaction tweak
moved fruit bush to their own spawn
remove debug box from random spot action
add count check to Agent+Effectsd AddEffect ()
idle movement improvements, DM idle eval tick moved to method, idle behaviour eval tick delay randomised
Pickaxe sound timing tweaks
Fixed possible NRE in Model.SyncBones
store interaction settings in ResourceItemSettings
added GoToRandomSpot to test less safety focused idle movement actions
nuked some old scenes
added a randomised timer to agent idle DM
- Target health bar works again (converting all damage to integers broke it)
- Made basic plasma projectile chunkier
- Tweaked the starting weapons that are available on the floor in town (placeholder way to get them)
headshot sound overrides hit notification
adjusted hit notification sound
- Death is now permanent and dumps you back to the title (until there's a propper death screen)
- Added a fullscreen red flash when player is hit
-re-added material to projector, IM debug should now work +merge
island changes, spawn changes, BMO init fix
Yet another NRE triggered in Before Debug Tab.
Moved asset warmup to the first time a server is joined
-pleasing the bill (removed commented code, and comment that tells you when the movetosafety action fires, added a useful/explainative commit message).
Fixed a couple presumtions in Before Debug Object.
-Finding safest spot consideration in, working a bit with humans vs bears in smartobject_test
-merge with all previous stuffs
Asset warmup is now enabled by default
...and Decision Context should allow Target be null in calcualting bonus factor.
Test for null when evaluating for idle behaviours.
Idle Behaviours should be able to trigger even when there's no other decisions to be made...
Enabled read/write on concrete wall meshes
- Health/shield bars are now large and flash when losing a block