200,682 Commits over 4,171 Days - 2.00cph!
Item rename so there aren't two different things both called "Table"
Added missing #if SERVER flag
Added an unrelated missing #if CLIENT flag
Rebake island_01 navmesh again
Added Wake Up module to humans so they can wake up from sleeping
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Fixed double send of mission data. Apparently when a coroutine is started, the reference to it doesn't actually become null until the next frame. Who knew?
Also added an outline renderer prevention against double adds.
Disabled mission character glow for now to remove the "outline ghost" issue
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Fixed ladder code. My changes to support multi-part ladders evidently got accidentally lost in the mega-merge on changeset #3425.
Workbenches have deploy sounds
Hacky workaround for failing SamplePosition calls in Navigation
added Notes field to DataAsset.
AI tweaks.
Beta 1 What's New data file.
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
EAC SDK update (Linux "sandbox not connected" fix)
Removed DecisionScoreEvaluator class, no longer need to create instances of this to evaluate a DSE from data
Moved player command cooldown tracking to Unit. Units will leave cooldown state when they go to sleep
Merged "wake up" goals into main human/sleep module
fixed incorrectly placed editor only tags causing the Steam version to not ignore carried items in target filtering
AI designer editor consistency
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter
System info includes process memory usage
Gangs don't get dissolved any more, joining is force, you can't leave any more.
Added "Use Vertex Normals" option to terrain shader for debugging/authoring
Removed unused keyword code from terrain meta
Fixed AI designer goal pasting issue
Marked a bunch of unit conditions as cachable
AI modules no longer show consideration groups in their DSE, onValidate ensures that they are not allowed
Various AI designer improvements
DSE skips considerations when scoring a module.
Module score (bonus - penalty) is applied to both the Goal and Goal Plan.
Remove "inherit score from module" on goal nodes
blackboard is now passed down from modules
Fixed some quirks/acne in shadow feet workaround