199,505 Commits over 4,140 Days - 2.01cph!
manhole and powerline basing added
Touched all water related shaders; making sure latest cherries get applied
Get rid of the unnecessary check for whether the user owns Source SDK Base 2006
Automated Linux Build #446
Automated Windows Build #446
UI fix for missing elements
Optimized coarse height slope map generation; now up to 6 times faster on larger maps
Deprecated foliage displacement slope scale bias
Automated Linux DS Build #446
Fix for network packet issue
Fix sound pitch bug (hopefully, still no reliable local repro on this one)
Small SoundModulation Init optimization
Fixed DecisionScoreEvaluatorsUtility.EvaluateConditions not appending failure string to the builder correctly
Behaviour keyword boilerplate, KeywordsUtility cleanup
BehaviourChainElement.GenerateDescription uses keywords
Holding attack whilst opening the weapon selection dialog no longer instantly changes weapon
Automated Linux Build #447
Automated Windows Build #447
centralised input and eating of inputs in PlayerController
Automated Linux DS Build #447
Reverting character statc sync changes. Didn't see the Flags param in CharacterMotorState - this can be done a simpler way.
Merge +motor flag updates.
Cleanup from the previous revert - keeping the good bits.
Hooked up proxy model state
Moved more things to mouse up
Corpse handling of attached projectiles now includes re-enabling their SmartObject components during setup
Combat+Callbacks OnProjectileHit only re-enables projectile SmartObject components when the projectile missed
Don't consider weapons without their smartobject enabled
Fixed Manage Weapons Goal GPV slot
Added combat states.
Picking up spears is looking good (hopefully).
AI Designer code layout/partial orgnisation
Moved a bunch of DebugTools entity component panels drawers to their own classes for cleanliness
Fixed AI Designer nodes not dirtying assets when changes are made
Started splitting the player and ship cameras out
FOR FUCK SAKE player revert cuz bad merge
- When instigating collaboration, we shouldn't move to target before we make the request for collaboration, since it would make everyone walk up to each other's position at that moment (walk past each other), which looked stupid.
- Removed Breeding Social stuff, since Breeding is purely a Collaboration thing now.
Done testing things with the Campfire spit, so let's remove it from the starting pool.