201,013 Commits over 4,171 Days - 2.01cph!
util.TableToJSON returns nil unless top-most element is an object or array
sponsor prefab update with button, mouseover stuff
Really basic framework for game modes stored in ScriptableObjects. Game mode is selected, loaded, and passed to connecting clients (via name). Bootstrap stores the data on all potential game modes.
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
No longer possible to stow an item that was dropped while stowing.
Cleaned up some current goal unsetting in DecisionMaker
Made decision heap management consistent for various scoring methods in DM
added SeasonSponsorParams, set some placeholder values for them, use them in generating season league position sponsor offers, based on player's league.
added CareerUIUtils.IntToOrdinalString()
updated COLeaguePosition to use ordinal strings for position objectives.
Fixed missing graphics in some of the loot panels.
Added generic 4 and 8 slot loot panels.
added and hooked up a bunch of actions/callbacks for handling sponsorship selection
signing a sponsorhip deal now grants any signing bonus
Player building placement collision checks ignores the anchor view when snapping to existing walls
Building UI anim tweaks
Fixed condition for nulling current goal
added wip DoTileDamage match action
sleep time curves should make people want to go to sleep earlier
Added a bit of aimcone to m92 for AI.
Force tick on behaviour complete
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
Junkpile scientists disabled by default.
Military tunnel scientists enabled by default.
fix for weird sprint/aiming thing
slightly less health on scientist NPCs
AI Debugger revamp part 1
Playercorpses have a proper loot panel
Clients can now reconnect bug free.
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
attempt to stop sticks clipping in the ground while walking
Sleeping player lootpanel
added a temp default squad for car1 map to allow for ctrl-t builds again
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
Cleaning up Action/ActionChain and BehaviourChain state
dropping unneeded stuff to work DM and low priority
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Fixed Effect not starting it's ActionChain properly