199,209 Commits over 4,140 Days - 2.00cph!
made campfire gathering filter condition not shit
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.
TargetFilterCondition should now properly copy and write back all blackboard data consistently
Iceberg 1 LOD/COL / Prefab layer settings
Touched up on Murderer ai.
Another round of improvements to Murderer AI.
Icesheet/Iceberg renderlod distances
Iceberg/icesheet scene2prefab
improvements to fire gathering AI
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
Iceberg/icesheet increased lod distances
Savas map marker tweaks
SavasKoth added map markers
Made icesheet debris smaller
Made iceberg coliders more accurate
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
Freeing up hands only happens when near the target
fixed people being stuck holding two branches for the fire
Tree server files.
Cleanup.
Made icesheets more dense to allow for smoother traversal
Made icesheet colliders more accurate
Fixed icesheet UVs
Icesheet material tweaks
Reverted to previous icesheet density but with more accurate coliders and fixed uvs
No damage anymore from shooting (or punching) members of your own gang
Removed payphones from map prop list
Various
Cleanup
LOD tweakage
Remove player on player collisions. Rename PlayerCollider to CharacterCollider.
Cleanup
Tree optimization
Fixing some more issues with colliders that I found. BTW I know in older Unity versions (<=4) you needed a rigidbody whenever you were using a moving collider, and the NavMeshAgent docs still suggest adding one as well. But I've tested and it actually reduced the framerate a bunch, so I've not added one.
Some more AI improvements.
Hapis radiation changes
Hapis tunnels exploit fix
Various food/hunting AI related tweaks
Consideration editor cleanup
Removed "allowed no considerations" flag on some AI data types, as it was redundant
Renamed Hunt/AttackMove Goal to "Hunt" cause wtf
Merge hunting behaviours into Human/Food module
html interface/awesomium implementation
UnlockDatabase static init on load, skip unlock defs that are not flag as game valid
Can Carry Unit Condition now checks if the target unit is already being carried.