199,642 Commits over 4,140 Days - 2.01cph!
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
Added a toggle to log any flag changes on the debug tool
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Condition / consideration settings editor fixes
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
Fixed bad target filter setup in GoalPlan.DropUndesiredItemAtCamp causing blackboard read spam
moved animal combat to a new layer so root motion can override movement
made goat work with root motion attack
Deleted PostAttackCombatAction and moved it to the end of the attack command.
Moves and attacks now return their calculated CP cost to the calling function.
Added Free Move / Free Attack floating combat text
reverted goat stats changes accidentally checked in
Update to VM rig source files
gas_station polish & bug fixing
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
changed Go To to distance instead of radius
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
Fix off-by-one error with GMA FileHandle seeking
improved helicopter searchlight
perhaps improved interpolator jitteriness
Updated truck effects
Fixed camera layers
Items can now filter their sub items.
goat mesh/skinning improvement
MachineProcessActionDesire added (not in use yet)
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
Chromium can register/handle binds in sub-frames
Viewmodel texture updates
Added machine process desire creation and keep desire check for said desires
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes)
Command generation/collation WIP
Building addons via interaction
Removed UseTarget from ItemActionDesire
Added texture find read write enabled tool
No material filtering on tex usage report
Storing the jump distance and time
Refactored NetworkEntity instantiation. We weren't digging recursively into grandchildren so when a player joined a game, if other players were in vehicles, their held items wouldn't sync due to the vehicle -> player -> helditem heirarchy skipping the grandchild. It was being sent from the server but not read by the client.
Increase weapon prices in stores
Show prison time remaining in the HUD