200,863 Commits over 4,171 Days - 2.01cph!
Hostility check now checks if the other unit is attacking a member of our group
IsPlayerControlled condition and added this condition to the target filter for attacking player units.
Added AIModule flag "Always Evaluate" that defaults to false. By default Agent will not score modules while a behaviour is active on the parent slot, unless this flag is set
Made UIWidget cache components after init instead of awake. This fixes widgets not caching child element components that are created during init
Updated Hapis spawns to include divesites
More UI caching improvements
Made compound emergency stairs wide to prevent the player from getting stuck
Raid spawn points on island 1
Flagged collaborations module to always evaluate
First pass on cover points for Compound.
stopping buildings release server as we're only using debug atm
Added terrain margin meshes at the edge of the terrain mesh
Valid world bounds also check against terrain margin dimensions
Removed some stuff from plugins.
silver and gold balancing tweaks from playthroughs
Added stuff to plugins project
Fixed possible monument prefab corruption when rebuilding manifest
Converted game mode serialization
Ignore nested entities (i.e. entities inside monument prefabs) when calling DoPrepare on prefabs
Added WaterCheck + WaterCheckGenerator
drowning damage increased
gasp sound when taking drown damage
updated divesite_a
Added AI for reacting to being hit from an unknown attacker.
Check for Can Use Combat Ability also checks for ammo now.
Fixed it being impossible to equip in slots other than RHand.
Reacting to unknown attacker set to always evaluate
Underwater rock formation test
Added OverrideEverything bool for GoalPlans to always interrupt the current GPV.
Targeting AI to high priority DM.
divesites have a floating buoy marking their position
Aggro logic improvements for Scientists.
More UI optimisation
Fixed role assignment UI
compile fixes
additional divesites
dive site loot balance 1/2
More work on AI for Compound (seek cover, peacekeeping vs fleeing, etc).
Tweaks to peacekeeping AI.
no throwing items while head is under water as they'd move at 1 foot/sec anyway
adjusted underwater view distances
Updated underwater rock formation prefab and scene
Footsteps are quieter when crouching
Knowledger overlay (V) sorts entities by distance, has higher refresh rate
Role assignment toggle fixes
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)
Flatten tree view hierarchy until it gets felled (potential perf opt)
Fixed incorrect prefab references in the rock_dressing scene