200,008 Commits over 4,140 Days - 2.01cph!
Group.Supplies maintains a list of all entity ids added to supplies
Added InGroupSupplies condition, replaces all "X is within Y of Z" distance conditions
don't show enemy squad in career squad editor
Corpse stockpiling and hunting using the same target filters, which should stop people picking up a hunter's kill
FindCorpseToPickUp condition tweaks
Fixed potential NRE in debug spawner
CarryUnit removes the unit from its current container when applicable
Removed Patrol Goal from Human/Idle
Fixed CarryUnit detatch crap
wip mod panel, headers, list
Removed "being processed" condition from FindCorpseToPickUp
Hunting corpse management uses its own target filter
Fixed some UI widgets not being properly managed by modal state changes and sibling isolation
Added player building proxy meshes for reflection pass
Added reflection.quality convar (0, 1, 2 - defaults to 0, unsaved for now)
Ported the rest of the serialization methods. all untested.
Protobuf things for Raiding component
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Reverted the spell commit from yesterday
Character conversion work. See notes above 'Action subLateUpdate' in Character.cs for more info.
Character still has a bunch to do but not kinda works. You can walk around. Switching the default spawn to character instead of spectator.
Q to swap equipment sets (not currently working, code is setup though)
Some belt stuff
Needed to add some #if SERVER flags around serializing to remove errors when in Client-only mode. We may be able to remove these later. Also fixed a bug in SingleUserInteractableEntity.
Updated PlayerInventoryProperties so sword, shield and staff start in the correct equipment slots
Ran CodeGen to make new button input work
Character interface stuff
Updated Data.dll with new primary/secondary containers
Hopefully fixed the weapon disappearing bug
Reduced belt size back down to 4
Merging equipment_slot_rework
market unit/mod tabs and views now work
more mod market wip
more functionality for ModInventory
moved ModInventory out of Career and into CareerTeam.
every team has a mod inventory, serialized/added to proto.
wip UIMod_Market
add a mod to player team inventory on career creation for testing
ItemDesire now uses ItemFilterSet.
Implemented WriteToBlackboard for all desire types.
Cleaned up setting weight and momentum of Desires.
Nuked GroupHierarchy component, moved rank stuff to new Unit.GroupMember component
Renamed Action to AIAction to stop annoying conflict with System.Action
AI namespace shit
Fixed grazing area move action having a radius of 0
Holding left shift (in editor) when clicking play match will auto grant the player a win without playing the match
repeated the unit nicknames in the nickname list to quickly double number of names available for now.
set all leagues to have 12 teams each again.
Nuked HuntDesire and added ActiveHuntingArea to Combat Component.
Improved animal flee behavior