201,602 Commits over 4,171 Days - 2.01cph!
WIP on Breeding Group and Behaviour Group in general.
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Fixed client compilation
Fixed a few prefabs
Renamed GoalDatabaseSettings to AIDatabaseSettings, related classses
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
decay.scale convar scales both decay delay and decay duration
Fixed ragdoll sync/update tool
Trying to add stats to groups
Unit constructor doesnt init default stats since it's abstract
Player creates tribe from data
Player creates tribe on awake
Fixed debug comopents foldout not really being a foldout
Cleaned up a few prefabs
Added item names to related debug output
Removing error box from DSE drawer
People will drop items they don't need or want to keep
People will desire to retain items that the player told them to pick up
More desire related AI tweaks
Entity data object field in debug window
Fixed holosight item showing a phantom file / duplicate error
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Automated Windows Build #347
Automated Linux DS Build #347
Moved projectile calculation into CombatAlgorithms
Automated Windows Build #348
Status effect stuff (proper functionality pending a different tools tweak)
Automated Linux DS Build #348
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Removing old fields, helper class
Fixed bad conditions drawer
Foldout effect evaluation sets by default