199,781 Commits over 4,140 Days - 2.01cph!
Automated Windows Build #126
Updated TOD
Data vis twaeks
Deleted some old/crap goals/goal plans
Cherrypicking/reverting data vis tweaks
Automated Linux DS Build #126
Enabled options menu mid game
Removed BehaviourPlanData, InteractionPlan now stores InteractionPlanData to serve the same purpose, old usage (crafting) should instead use Intentions when we re-implement the feature
Added some EntityConditionFilter result caching/blackboarding in Group+Knowledge
Foreach killing in GroupManager
Deleted UnitCanFindCraftingItems consideration
Deleted UnitCanFindItemOfType condition (replaced by UnitCanFindEntityCondition)
EC filter tweaks, nuking yet more old con types
File library can now write png/jpg files
util.TableToJSON handles arrays properly
Removed angle/vector pool debug message
Updated crash reporter URL
Automated Windows Build #127
road_decal textures
road asphalt textures
re-exported temple ground stone with less of a gap between each stone. tweaked diffuse map on ground stones to be less dark and removed black from edges. changed lighting to be less contrasty, changed lighting position and height, added new court lights, working on eclipse mode, added eclipse modifier to temple shaders
Holmzy's Law: When admins give items, announce it to the whole server in chat
changed lighting to be less contrasty, changed lighting position and height, added new court lights, working on eclipse mode, added eclipse modifier to temple shaders. rebaked lightmap..
Automated Linux DS Build #127
Moved secret debug keys to console commands (lookingat, noclip. debugcamera, drawcolliders)
Automated Windows Build #128
Fixed missing textures on key lock
Automated Linux Build #128
- Launchers can now be set to be manually ticked
- Launchers are now set to manual tick when they're init'd from a WeaponSO
Fixed rock particles from colliding with player collider
Cowboy - Updated win anim, added lose anim
Cowboy - Added win & lose anim
Automated Linux DS Build #128
latest version for backup
Expanding Unit+Desires system to support a generic ItemDesire type
- WIP refactoring of Equipment handling
- Ripped out loads more now unused stuff
More desires and ECF tinkering, NRE catchers (+ warnigns) in DSE constructor
- Deleted all the old character UI code + files
- More item work
Added "sort by decision weight" button to GoalSettingsEditor, which does that
UnitCanFindEntityCondition will create a new ItemDesire when it can't find the requested item (provided Id filter is present)
Build Goals re-organisation
ItemDesire files
Fixed options visibility issue
- Equipment now uses scriptable objects
- Reworked equipment loading/saving and simplified everything
Fixed GMPublish Linux link order
Added loading bar text when waiting for Steam auth
Automated Linux Build #129
Automated Windows Build #129
- Weapon definitions now have link to projectile prefab and launchers initialised from a weapon use it instead of projectile name.
Automated Linux DS Build #129
- Can now set an effect prefab per weapon definition to be used as a muzzle/firing flash
Added command line option to cause BAssert to dump (Windows only)
I have faith in you, Linux DS
Automated Windows Build #130
That wasn't very cross platform of me.
Automated Linux Build #131