200,271 Commits over 4,140 Days - 2.02cph!
BehaviourChainPlanSettingsWrapper DM exclusion test
ActionChainData stores HarvestedItems list
BehaviourChainData convenience accessor in Action
HarvestResources stores item yield in ACD and BCD
ConsumeItem will check BCD then ACD for targets
Moved textures
Created Cowboy prefab and controller
Added SetNW2/GetNW2 functions back for testing purposes
Automated Linux Build #77
Automated Windows Build #77
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)
Automated Linux DS Build #77
- Removed some debug stuff
* Bump Steam.inf version so I don't forget to do it later
* IP ban some naughty server
Automated Linux Build #78
Automated Windows Build #78
Automated Linux DS Build #78
Rock_cliff_a generic detail texture set
Rock cliff meshes, with shared atlas textures
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100).
- BaseMovement now has a max speed random range. Set some default ranges for enemies.
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
Health meter tweak, Transitions folder set-up.
▉ ▅▌▉▆▄▋▇▅▅▊▌▇▅ ▋▍▅▆▌▄▋▌
▌▊▉ ▊▄▋▇ ▅▆▅▊ ▉▉█▇█▄▇█▊▊▌█▅ ▋▅/▅▋█▍▋▍▍▊
▇▅▄ ▊▄▍▍ ▄▍▉▅ ▌▊▆▊▋▆█▉ ▅▅▍▆ █▌▍
tweaked specular values on some water effects.
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health
- Capped Timmy Turrets max single damage to 5%
- Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
checkin for backup before I try and fix wrist twist bone
- Fixed some Health/MaxHealth enemy issues
Added Cowboy racket, Updated prefab, Started cleanup
- Fixed the way Room creates it's bounding box
-made a bunch of Conditions to replace boolean Considerations
FOR FUCK SAKE asteroid tileset, recenter area C
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646
GoalSettingsEditor GUIStyle error fix
- Increased cooldown timers of some abilities
Actually fixed GoalSettingsEditor guistyle errors, updated lots of conditions and considerations new getters
- Minor space game update with a few bug fixes, movement change and ability nerfs
-removed now-useless Considerations
-yamfm
Added free base and detail map ambient occlusion to "Rust/Standard Terrain Blend" (input -> albedo alpha)
Updated cliff abledos with AO
Mat update
Added missing occlusion strength
added normal map for court lines, undulated grass outer mesh
re-exported grass mesh and synced its uvmapping up with grass so lightmap works on it properly. repositioned trees and roots. undulated the ground a bit. removed lights, working on light emission. added lightprobes. added normal map for court lines.
- Added Emotes to the Unit debug view
- Added DecisionLayers filtering to DecisionPlanParametersDrawer
- Added DecisionLayerAttribute to pipe in DecisionLayers filtering
Cowboy backhand anim + updated forehand meta
Pushed back river backface clipping
ReorderableListDrawer generics, interface, hell.