201,600 Commits over 4,171 Days - 2.01cph!
Testing camera UI render mode
Wrapped some debug string construction in the proper conditions in UDM filtering to avoid GC
Reduced max DM target values for most units
Reverting MaskedIcon shader change
Tank award processor: most damage taken by a surviving unit
award processors now take a reference to the gameinstance
most used unit award processor
Forgot to pass starting zone through Session.StartNew in editor
Disabled portrait render cam
AI Debugger : Show all module log groups by default in
Log best module in ai debugger
ai debugger now show a little more module debug.
Decision log enum renames, module style
added unused graph to game outcome
Unit knowledge storage stores dict of entities by type to reduce number of entities we filter through during DM
base match graph class with process/show
Added phone auto (CC0 licenced from Freesound, with some cutting and cleaning up)
Added mumbles (Freesound CC0, edited)
Added sleep need consideration to Sleep anywhere goal plan (since GPV doesn't use Goal's score at all, GPs for Sleep needed to take the need for sleep into consideration (which they didn't have to before when just competing internally).
working on trimming the truck
continue button now hide awards panel, show graphs panel on first click, then exits match on 2ndclick
game graph generators now stored in a dictionary, all are processed once at start of graphs page, can now be shown individually by type with Show(GraphType)
When gathering elements among the best in heap (within deviation threshold), make sure we do the calculations right!
can now cycle through any available graphs.
added kills per round graph generator.
DecisionMaker.ScoreGoals no longer needs to test module validity for each goal, as module conditions are evaluated earlier
Goal priority implementation re-introduced, works the same as GoalPlans