200,680 Commits over 4,171 Days - 2.00cph!
part 3, GameInfo is no more.
Unit now stores a reference to the gameinstance, removed all the parameters from it's check can move/attack etc functions.
SmartObject.TrySubscribe breaks first subscription matching the same InteractionPlan, when forcing subscription
Interaction Desire AI WIP
AI Modules can be flagged as default and will be automatically added to Agents that do not currently have them installed via OnValidate
Fixed UnitBehaviourWidget NRE
Removed magenta debug print of active and dormant agents.
Added GoalPlanSettingsEditor.ChainContainsBlackboardWrite
More interaction desires WIP
switched a line to the new chain write list
AIModuleSettings.OnValidate handles default modules being added to Unit Agent components that do not currently have it
Add default modules with their default weight
Interaction Desires AI done (maybe)
merge interaction desire creation and AI handling to main
Fixed adding empty packed map refs
Fixed index out of range exception vulnerability when nav_grid is true.
Updated what's new screen. Added a UI hack.
Added configurable packed texture save options
uniform texture updates WIP
Fixed packed shader simple quality addpass keywords
Now cleaning material keywords to absolutely necessary after packing
Re-packed construction atlas
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
Merged packed and unpacked shader code for minimal redundancy
Hooked up animation states for traps
DrugSellZone visuals work+ refactoring
Merged blend layer shader code with the rest of rust/std + base layer packing support
Added packed version of blend layer shader
Nuked custom blend layer shader inspector
Added packed version of blend4way shader (base layer only for now)
Fixed custom editor on blendlayer packed
Fixed being able to zoom while in build mode
Fixed a bug where characters that died while they weren't visible to the player could have their ragdolls spawn in the wrong place.
Made the What's New come up on start, ready for the playtest
Traps now disarm when picked up while armed
Traps have their own persisted data, stores their current armed state
Fixed some cases where orphaned trap hints could hang around
Tweaked some hardcoded stuff to make undergrounds nicer
Fixed some exceptions when selecting non-human units in debug mode
Fixed some more trap issues
Added a button to the Agent Debug Panel to select that agent
Removed turtles from trap array, rabbits are working better now
ore flare system
toggling lights no longer sets isOn flag on pants etc
ore bonus minigame baseline
fix for walking on the spot while sleeping
reduced rabbit walk speed
Initializing AiManager via bootstrap.
very WIP squad editor stuff
Fixed an NRE when using dynamic cover point volumes.
Ai tweaks.
more GameInstance refactoring