201,600 Commits over 4,171 Days - 2.01cph!
AI data pre condition refactor tweaks
Written PH icons for effects
...filtered so that you can actually read them
Conditions refactored to use a single type, like Actions earlier
White move orderf FX
Considerations refactored to use single class
Resharper temptaes updated
Minor selector/desire tweaks
TakeFromDispenser.OnMinute event listener removal
Fixed errors on tribe create UI screen
Dispenser replenishment tweaks
Moving shared functionality between various task widgets into base functions.
Desire condition and filtering improvements
Cleanup pass on all DSE content eval target settings
Looks like tutorial stuff is working now. Updating for better testing.
Added death activity triggering and modified kill deer trigger to listen for this.
Cursor stuff (isn't great yet because reasons)
Tags and Behaviour Groups
FOR FUCK SAKE rotorz tile for minimap
FOR FUCK SAKE teleport fx, removing loop
Merging update for Hapis/Savas islands
Melee distance padding tweak
Fixing some material import settings (as discussed with Vince)
Mortar (need to check shader - it goes invisible when applied)
Patrol helicopter server gibs entity bounds
Fix for invisible materials in empty scenes
FOR FUCK SAKE room script to setup floor for minimap render
FOR FUCK SAKE room prefab
Conditions and Considerations must define their EvaluationTargetTypes property in code, no longer defined in data
Selectors no longer take an EvaluationTarget param in their Query method
- WIP (fucked) room building tool updates
added dummys for combat testing
TutorialManager - >PlayerTutorialManager
Hide old spawn data from UnitSettingsEditor
- Deleted Particle Playground
- Lots of changes to room prefab building tool. Fixed stuff and should be good now.
Group+Stats also sets average max values for Vitals
MusicManager changes current mood based on average Player Tribe Mood stat value
VisualFX support for particles simulated in unscaled time
VisualFX support for non-entity bound things
PlayerController uses VisualFX for click/move orders
- Fixed loads of runtime warning spam that's started recently
made stone throwable and made the correct animation play
added ragdoll to dummy for collision testing
Industrial doors texture set and materials colour variations