199,638 Commits over 4,140 Days - 2.01cph!
Cave_small_easy entrance rubberbanding fix
Cave_small_medium layout rework
GoalPlanSettings now strores a list of optional "fail on interrupt" references to other GoalPlans
Improved TribeTrackerWidget couroutine management to avoid rare IOEs
Adding a 0.5m padding to building allowed zones in caves to allow for slight construction angles and alignment error
Agent+Behaviour now deals with GPV slot state callbacks and failure history tracking
DecisionContext Confidence calculation is hooked up again, using new failure tracking
Fixed TribeTrackerWidget.Tracker.IsVisible NRE
progress, prevent building volumes outside caves
Condition asset organisation
Rolled all Corpse related conditions into single CorpseCondition with modes
DataParameters.id HideInInspector
Bunker rooms dressing scene for prefabs
More conditions cleanup
Removed useless Unit.Targeting component and related condtions, actions and a selector
Fixed NRE related to player commands reseting selected unit's current goals
AI : Human - Food module scoring tweaks, added Eat From Resource GoalPlan
Renamed "Behaviour Chain Selectors" to "Target Filters", added tab in DataBrowser
Updated all GoalPlan assets with new field names, because Unity is lying to me.
Added missing semicolon in CImage::CloseImage
Automated Linux Build #442
Automated Windows Build #442
Change enter vehicle text since we only have drivers at this stage.
Automated Linux DS Build #442
Removing old vehicle test classes
Removed latency emulator calls per request
NetworkEmulator comment edit only
Automated Linux Build #18
Automated Windows Build #18
Automated Linux DS Build #18
Setting players as NetworkEntity children of vehicles when they enter. Refactored NetworkEntity to allow for setting null parents. Added support for booleans in RPCs
Preventing vehicle interaction text when someone is already in a vehicle.
Merge from BuildingConstruction
Building decay system groundwork
Adding EntityType limitations to EffectSettings, StatTypeDefinition. Touched a lotta data.
EffectSettings.CanApply checks for valid EntityType
DataBrowser effect labels prefixed by EntityType
StatsParameters validation for data, names for StatData entries
StatTypeDefintion groups by EntityType in DataBrowser
Added some Building specific Stats (Rain & Wind Resistance, Structural Integrity)
Finally got player-in-vehicle initial sync working. OnClientInitialize manual call here is a bit hacky.
mp5 viewmodel and worldmodel prefabs and sound f/x
added glue
added propane tank
added roadsgins
added sheetmetal
added sticks
updated lootspawn to optionally use a min/max amount to spawn
template component loot table
* Undone EffectData() resetting its data until we find a way not to break ShellEject effects
* Fixed an issue with DComboBox
* Fixed an issue preventing addons adding custom spawnlists with spawnmenu.AddPropCategory, even though they really shouldn't be allowed