200,687 Commits over 4,171 Days - 2.00cph!
Automated Windows Build #739
Cleaning up animator state tag events, item callbacks
Switched map2 tiletset to temple b
refactored out the clear parameter of tile highlighting to a separate function call, removed it from all calls
Fixed ammo not actually being removed
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more highlighting cleanup
Unit weight tracking is done in the UnitAttachments component
Data fixes
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Added find_self console command
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Removed load option in console since loading is only allowed on startup now
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Data (validated all goal plans, adding new fields)
Windows: Use %(PreProcessorDefinitions) in project settings (We need _USING_V110_SDK71_ to be defined to use VS2017 with XP compat)
Fix incorrect inlining in Pet causing compile errors with VS2017
Got saving and loading buildings working correctly. Doors elude me.
Don't think this hack is needed anymore.
miner hat model properly becomes emissive when on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behavior, constantly evaluating the best place to go to avoid threats
Telling placeable items to save.
Fixed cops reloading too often
Beds remember who owns them through save/load
Fixed bug with respawn order if:
- Save was loaded by server where player had a bed
- Player was dead at time of save
- Player joined the game and requested spawn list
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Change grid generation
Aligned cam
Added a crude network stats tool to show what kinds of NetworkMessageTypes are using the most bandwidth.
Restructured the unified inventory. SetDirty now correctly calls on the sub-inventories and not on the base character
Fixed issues with unit DM target filtering skipping viable targets due to smart object checks (now flagged in the filter)
Fixed WorldManager clenaup NRE
Behaviour chain data OnValidate plumbing
People should now prefer to hunt targets with injuries, wounds or generally lower health
Projectile event improvements, better handling of attachment/physics (hopefully no more spears stuck in rocks)
Fixerd AttackUnit action callback NRE
let's consider the target's health when selecting a hunting target
On second thoughts, let's not do that...
convenience method for clearing target, desires etc. when issuing player commands
rocket wagon model, LODs, COL,Prefabs
Fuckeries with combat target clearing and interrupting moving to target if there is no longer a kill desire