254,390 Commits over 3,990 Days - 2.66cph!
- NestedEditorDrawer improvement
- Added GroupNeed, GroupAttribute Stat types
- Group+Stats updates BaseValue of it's GroupNeeds (GroupNeed.Food represents average value of all member's Food Needs)
fixed bug with the rocket lanucher not displaying the proper rocket model when swapping ammo
Fixed a bunch of issues with ExecuteBreedinGroup
Refactoring PlayerController a bit, reducing LINQ usage
fixed survey charges working underwater
fixed survey charges sometimes not working
ItemSettings doesnt need to implement IComparable (DataAsset base does it)
InfluenceQuery tweaks to avoid using ToList and foreach (todo : should use FixedArray?)
EntiySettings doesnt need to implement IComparable
Fixed VicinityEffects being zeroed when they shouldnt be
Fixed spawning cast error
fixed potential survey charge issues
survey charge does not create underwater craters
- Renamed shield pickub prefab to Shield instead of Energy
- Shield pickup range now doubled to 150
- Large map view is now zoomed out further to show more of the level
Subtracting building_system_2
Subtracting building_system_2
added low poly roots to temple scene
Sorted outer building object LODS being positioned properly.
military tunnels greybox meshes
Removed special move effect from character and set to auto destroy.
Condition refactoring, now works the same as Consideration except only boolean
WIP conversion of all boolean Considerations to Conditons
ConsiderationContext, ConsiderationSelfTypes, ConsiderationTargetTypes renamed to EvaluationContext and so on
Moved GetAgent and GetUnit from Consideration to DecisionContext, takes EvaluationContext
Allow deletion of building objects.
Basic weapon input
Entity creation
Merge from building_system_2
Merge from building_system_2
cannot place pumpjacks or quarries under water anymore
More Goals boilerplate
ConditionSettings.Evaluate overloaded to take a DecisionContext
DSE now evaluates a list of Conditions before scoring all Considerations
LOD switching done in a jankyish way.
Stability warmup adjustments
- Missile testing
- Added missile prefab and missile blast prefab
- Added missile turret and missile hatch turret
- Added missile turrets to large rooms in Factory tileset
- Rebuillt factory tileset prefabs
Lowered joystick deadzone amount
Added decay on run acceleration
Automated Linux DS Build #55
Automated Windows Build #55
FOR FUCK SAKE factory tiles prefab, fix holes and removed useless random props
Fixed all missing view prefabs
boneknife vm throw anim source
Fixed charged shot for owl
Fixed LionEL anim metas
Rebuild LionEL prefab
Automated Linux DS Build #54