201,434 Commits over 4,171 Days - 2.01cph!
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
Automated Linux Build #381
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Automated Windows Build #381
Automated Linux DS Build #381
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
Fixed Humam/Combat missing blackboard read
Fight Common/Combat/Offensive/Fight Goal having a bad condition
Yet another merge from main
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Fixed perception range condition
Editor code was making the panda sad.
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Merged from Equip and Stow branch.
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Network allocation tweaks
Network allocation tweaks
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
More memory optimizations
Fixed NRE in SQLite
Fixed SendMessage being used to call OnAttacked instead of calling directly
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
bonus obeys maximum limit
- Level select screen UI is now dynamic and built from scriptable objects
Updated Facepunch.System to latest
Added more stats to serverinfo
Assigned new task complete SFX
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airfield work backup
hangar WIP models
renamed human_male_damage to human_male_overlay
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
Updated human male view
Some AIDesignerLayout comments for sebov/ptrefall
BehaviourElementEditor twaeks
overlay mesh to child and female
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
Seek Out Attacker blackboard read