201,627 Commits over 4,171 Days - 2.01cph!
updated phrases
updated loot tables
turret has 12 ammo slots & proper loot panel
Allow weighted objects a minimum weight of 0.01f in the editor
Fixed MusicManager tag handling, should play a wider variety of music now
Removed HumanInfo, all handled in UnitInfo
Unit emote sounds should play less often
banner nmap meta changes
banners LODs, COls, Gibs, Mats
Reset inputs in AI States
Fade out DSE editor in BehaviourPlanSettingsEditor when ScoreForDecisionMaking is false
Added ActionChain.Break method and OnChainBreak event
Remove commented out DSE con line from BeforeEditor+Assets
removed asset db refresh call in BE load assets to see if it makes everything ok
Added EntitySpawner for hand placing spawns in scenes
- Removed the 4 turret turret from Area1 spawn table
- Increased aggro range of the spikers
UnitManager loads assets on Awake
Zone will find EntitySpawners and call Spawn on init
Human anim/controller changes wip
removed characters from scene
-tiger tiger crafting bright (more crafting WIP)
Added GenericPickupDSE field as default ref on ItemSettings
ItemManager now stores the generic pickup DSE and default pickup interaction refs for scoring lists of items conveniently
ItemManager.ScoreGenericPickupDSE accepts overrides for decision context weight and DSE score bonus
-CraftItem now works with or without CraftIntention
-ActionChainData can store an 'ItemToCraftId'
- WIP door/gate assingment to rooms and locking off entire rooms via connected doors
- Door work
- Changed corridor_gate state IDs and animation controller to remove delays between state changes
Some FindItemGeneric cleanup
Assign required_item_id in FindItemGeneric before scoring craftablity (when not looking for a tool)
- Pipe gate animation controller state exit times disabled