200,812 Commits over 4,171 Days - 2.01cph!
Removed un-used Goals/Plans/Selectors from the AI database
Added button to AIDatabaseSettingsEditor to remove unused after find/sort
Moved ItemDesire fulfiment out of the Items component and into a callback in Desires
Actions.CraftItem also creates Desires for newly crafted items
Player kill desires being removed also results in combat target being cleared now.
Blackboard read/write filtering in AIDesigner, can only read/write to Entity type keys in the scope of BC
Tweaks to fleeing calculations
Removed shitty bone finding LINQ from UnitPortaitManager.GetTrackerPortrait
Empty DMs no longer cause all subsequent DMs to be ignored.
Fleeing is back!
UnitPortaitManager processes tracker portrait updates in a queue instead of on demand
Avoid using GameObject.SetActive in potrait manager
fixed the positioning of the scope / flashlight addons for the double barrel shotgun
Removed tick from UnitPortraitManager
Made PlayerController.OnSelectionEmpty more reliable
Random clothes in tribe start WIP (probably bugged due to preview item code)
Fixed bad perception condition in combat module.
Sneaking now decreases visibility.
Connection state enforcement
DebugToolsObject GUI tweaks
UnitViewEditor matrix tweak
Upped the senses range multiplier
Units don't sense themselves.
Senses debug overlay shit
Fixed dead units not creating corpses
PerceivedUnitData.PERCEPTION_COOLDOWN_IN_MINUTES = 15
Social Abilities not player exposed
Hopefully fixed units staying in combat when their target dies
- Started some placeholder upgrades UI
- Added a "Delete Save File" button to the PlayFromScene tools panel
More detailed server side attack and projectile verification logging
bolt & sawnoff shotgun reload changes, animator updates
Wrapped projectile ID and seed generation
Split Dispenser into partial (Dispenser and Dispenser+Items)
Ugh, forgot to add new files.
stone build sfx re-assigned to anim
Delivering a killing blow should now always cause death
- Upgrade panels now show upgrade costs
- Upgrade definitions can now specify if the stat value should be shown in the description or not
Eliminated server lag from player desync time calculation
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Tweaked server side projectile handling, added more logging
FOR FUCK SAKE fix alarmbot light effect cast shadow
- Upgrade level now shown in bottom left corner of upgrade panel
- More upgrade work
Updated bomb UI
Started refactoring truck definitions
Network++ :P
first pass fish and fishing
FOR FUCK SAKE material...maybe....?
added fish spawner to island 0001 (appears underwater for now) and to greenbox(appears on the grass)
missing file from last checkin
Added Traits display and add/remove to DebugTools
Tribe creation environment moved to it's own scene
Fixed a bunch of crap in tribe creation related to wearables
Fixed NRE in Unit.Wearables.IsWearingOfType
grenade attach & drop vm anims, controller updates
UnitSpawner can optionally define a "base" Building to spawn with and pick a pre-existing BuildingView from the scene
Fixed crappy bug in BaseUIObject that resulted in the building inspector window being unresponsive and closing on click
Fixed command buttons not showing