199,215 Commits over 4,140 Days - 2.00cph!
tweaked tutorial marker arrow
Condition groups are now working.
Removed Conditions from DSE and related editors (hopefully).
Pre npc conversion backup.
First pass on multiple speed states for NPCs.
More scenario editor
Added some JSON type converters
A little NPC corpse gen tweaking
Duke
Prefab fixes
Manifest
Added some debug info to behaviour
fixed leash timer on Duke.
Saved all DSE owning assets,, fixed ConditionSettingsWrapper.OnValidate bug causing dirty flag to get unset
Rocket factory stair colliders / LOD settings
Removed blocker from Rocket factory staircase
Use MapSettings consistently various systems
Fixed scene loading using path instead of build settings name
Apply block targeting in practice.
Apply invinsibility in practice.
Knight sounds.
Item tweaks.
Moved VampireKnight into Moss.Ai
Fixed switch compile errors.
Got base folder on validate to update on vampire prefabs.
Updated SkinEffects with foot specific callbacks.
Add footstep effects to NPCs that lacked them.
Replaced all OR conditions with ConditionGroups in OR mode.
Node editor now shows the condition mode.
Changed some conditions to use GetEntity instead of Target.
Disabled some filtering and validation of conditions pending a check for blackboard key targets.
Fixed camera controls not working
DecorPopulationSettings OnValidate removes null prefabs.
DecorPatch warns if there are no prefabs.
Agent debug panel now shows goal momentum
AI debugger now shows Goal Momentum
fixed see though unit render bug
adding wip hologram shader for squad editor
RTSCamera now remembers what unit it was following when saving/loading
Fixed wolf not being carryable
Removed all individual player mission stuff, with some refactoring to support it. Gang missions only now. Container types implement a new IContainer interface.
Correctly show gang missions on the map
Simplifying mission code by removing personal character missions (at least for now)