200,687 Commits over 4,171 Days - 2.00cph!
DecisionMakerModule hold a reference to the DecisionMaker that owns them
Removed SimTickResult struct from AgentBehaviourSlot
precision tweaks to blend maps of Airfield/MT/Sewer branch
Fixed missing albedo map in brick_piles mat
Removed AIModuleSettings.IsHighPriority
fixed some bugs with spas12 3rd person animations
Debug tools toggle for Unit.Navigation dynamic stopping distance
Fixed agent installing module packs before slot initialization
Fixed Agent not installing all modules properly
Fixed AgentBehaviourSlot creating additional DecisionMaker instances that are not bound to the same slot type
Fixed agent not ticking both behaviour slots
SimTickBehaviourSlots readability
Agent debug now shows the name of the DM instead of the slot
fixed some clipping issues with spas12 worldmodel
spas 12 balance
incendiary shotgun shells
fixed spas 12 worldmodel
Actual picking of best DMs instead of random.
AI Debugger shows actual names of DMs.
Waking Up module to Secondary DM.
Working on re-adding bot support
Cleaned up Agent.SimTickBehaviourSlots() conditions
AI.Config.AIEnabled only affects DM, not behaviour execution
DM overrides the LastDecisionScore for goal, goal plan and module of the GPV we're overriding
Fixed crafting widget key not found error
Fixed missing toggle component in crafting widget element
AI module node graph priority slider
Module priorities data, more editor exposure
Fixed AgentBehaviourSlot.FindBestModule clearing buffers twice
Attempting to fix how decisionMaker manages AgentBehaviourSlot.CurrentGoal assignment
Visuals are back for bots and proxy players
Fixed bot players shooting themselves. There's still something wrong with their aim - and Zombie's aim too.
made the chainsaw use a scrolling texture instead of animating mesh when attacking
updated eyebrow prefabs for male and female and rebuilt morphs, thinned out facial hair cap style 1 and hairstyle 1 haircap mask alphas,
NPC vision fix, using the networkentity trace variant. NPC bad aiming was caused by them not being able to see through themselves on listen servers where they had client and server variants.
This is currently broken somewhat as level geometry is being discarded too! Need to do something like change the "discard everything except same scene" to a "discard everything in the client scene (or server scene for casts from the client)."
ZGameMode now mostly working. The plane doesn't move.
Exposed a field to assign an NPC a chance to add a status effect on impact
Spider attacks now apply poison status effect
Halved hdr-mode bandwidth; convolution ~33% faster
Added render probe time slicing and refresh mode
Added shader code support for texture mip bias (std)
Added render probe scripting call api
Added a RemoveOnDamage field to StatusEffectDefinition
Added a new FastHeal status effect that heals over time and gets removed if the player takes damage
Added a console command to add effects to the local player eg. statuseffects.add poison
Removed the status effect slot on the shield, not necessary with a console command
Poison no longer slows
Added a new Slowed effect to show how to slow down the player
Working on PUBG spawning vehicle but currently has issue where I can't use [Facepunch.BNet.OnNetworkClientStarted(0)] on the vehicle base class because it has a generic parameter ("InvalidOperationException: Late bound operations cannot be performed on types or methods for which ContainsGenericParameters is true."). Committing work so far before I work on a fix.