198,813 Commits over 4,140 Days - 2.00cph!
NeedSettings StatClass property returns correct type
- Agent.AttributesAndSkills renamed to Agent.Stats
- Remade StatCollections for all Agents
- Needs are now Stats
- Rewrote methods in Agent+Stats. Added generic methods for GetStat and HasStat, with type specific overloads for convenience
- Removed Need Triggers
- Removed Need related Conditions/Considerations and Actions
- Removed NeedManager
- Removed redundant AttributeManager
- Removed un-used AttributeStat/AttributeStatSettings (leftovers from testing ptrefall?)
- Misc GC opt. in various scripts (foreach removals mostly)
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Automated Windows Build #34
Automated Linux Build #34
Fixed bad scoring in Machine process ValueOfInput
Automated Windows Build #33
UI cleanup, considerations for machine (fire) item input and tribe "requirements" are no longer boolean but instead return a value (see Machine.ValueOfInput)
Automated Linux DS Build #32
Automated Windows Build #32
Automated Windows Build #31
Automated Windows Build #30
Automated Windows Build #29
CraftableParameters now cache its IdCountPair list.
Fixing pine tree view prefab ipositon data
Automated Windows Build #28
Automated Linux DS Build #27
Automated Windows Build #27
TENN - 15 portrait anims
Elvis lose portrait anim
Fixed pregnancy considerations
Removed old particle fx prefabs
Fixed a load of UI widgets being raycast targets when they shouldnt be
TENN - 15 portrait anims
Elvis lose portrait anim
Added fly swarm effect.
Increase visibility of snow bare footprint.
Fixed sand impact that wasn't set to receive shadows.
Spawn tweaks, GoToSmartObject revert fix, Sky/Player/Ocean tweaks, Smoke material shader changed, blah blah blah
Generic entity linking via sockets
Reject building block placement on occupied construction sockets
Working on new cutout method that's much better for buildings.
added preventbuilding to autoturret, derp
Automated Windows Build #26
- Branched for boomerang work and WIP related stuff:
- Projectiles can now be set to have no expiray time
- Projectiles can now send a hit message to scripts on an object, with the associated BaseEntity when they hit something
- Boomerang now tracks things it's already hit
- Boomerang seeks out targets