224,615 Commits over 3,714 Days - 2.52cph!
Added delta time replay diagnostic
created high poly trim and concrete trim set
- Tribe spawner and controller cleanup
- AI tribe in testbox
- Bypass player AI unlock conditions for non player-controlled entities
Merged factory level with launch_site level, organization
Monument & Building splats
Include list of active invoke method names in entity info (find_entity etc)
Added FindInvokes method to InvokeHandler
Removed bullshit ref keywords from NetworkVisibilityGrid
BaseNpc kill optimization
Fixed entity network group sometimes not updating (invisible animals)
Fixed culled ragdolls remaining invisible after culling is disabled
Added some food and plants for recipes
Turned transform sync off for dropped items.
launch_site prepping/scene management
Added curve prefab
Can place / rotate hexes
HasDesireSettings Evaluate overload
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire
rocket wagon model, LODs, COL,Prefabs
convenience method for clearing target, desires etc. when issuing player commands
On second thoughts, let's not do that...
let's consider the target's health when selecting a hunting target
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks)
Fixerd AttackUnit action callback NRE
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter)
Fixed WorldManager clenaup NRE
Behaviour chain data OnValidate plumbing
People should now prefer to hunt targets with injuries, wounds or generally lower health
Restructured the unified inventory. SetDirty now correctly calls on the sub-inventories and not on the base character
Added a crude network stats tool to show what kinds of NetworkMessageTypes are using the most bandwidth.
Change grid generation
Aligned cam
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Fixed bug with respawn order if:
- Save was loaded by server where player had a bed
- Player was dead at time of save
- Player joined the game and requested spawn list
Beds remember who owns them through save/load
Fixed cops reloading too often
Telling placeable items to save.
miner hat model properly becomes emissive when on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behavior, constantly evaluating the best place to go to avoid threats
Don't think this hack is needed anymore.
Got saving and loading buildings working correctly. Doors elude me.
Fix incorrect inlining in Pet causing compile errors with VS2017
Windows: Use %(PreProcessorDefinitions) in project settings (We need _USING_V110_SDK71_ to be defined to use VS2017 with XP compat)
Data (validated all goal plans, adding new fields)
Fixed UnitDecisionMaker.FilterEntities skipping over alive units