200,925 Commits over 4,171 Days - 2.01cph!
Senses no longer stores arrays of SmartObject, but Entity
Added modes to DepositItem Action (Blackboard or Intention)
Added Carried Items to DM target source filtering
MachineCanProcessItem tweaks
MachineProcessSettings stores an Interaction ref, validated in editor
Fixed Group.SetKnownUnits not doing what it should
F1 menu dev layer toggles can be accessed by admins as well
Resources are allowed to spawn in cupboard radius
Building structures - Silos models/LODs/COLs and prefabs
Powerplant update
Creating a test to test out group switching errors and partial serialization.
Throwable weapon anim changes, animator update & events
ActivitySubTypes moved into separate enums and related refactoring.
AbilitySettings.ExposedToPlayer moved to BaseBehaviourPlanSettings
"Intention generation mode" property added to InteractionSettings
Interaction Intention generation in GameUI radial menu setup
Added different anims for shallow and deep surface
Added ligth based projection
Active only on Q >= 1
Merged water caustics to main
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Added LOD1 playable prefab
Adding networkentity parenting.
Use queued IMaterialVar for all engine code rather than just Lua userdata - fixes matproxies with multicore rendering
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
Conveyor Belt crane model/LODs/COL/Prefabs
Powerplant & Trainyard update
added being roasted anim to bear (which is the base animal controler) and deer
added isBeingRoasted bool to generic animal controller
Network Entity parenting bugs.
* Added reload_legacy_addons console command
Automated Linux Build #343
Automated Windows Build #343
Added an example tutorial type task that triggers another task upon completion.
Added GoalPlanVariant.IsPlayerCreated
Automated Linux DS Build #343
added collision meshes to hex pieces
Fixed weapon attachments leaking their entities to clients
Reset all AH values on disconnect
Added back Item Find Desire creation when adding a Item Craft Desire
exported reworked city hex blocks , and exported fbx of a test city scene
animated tanning rack with the generic bool isActivated to trigger if it has an animal skin or not
on full import of project noticed these files were missing from plastic (although unused) and there were duplicate models that should be removed to avoid confusion
press T to move scene camera to game camera
Fixed grass splat tints not updating when seasons change
Deleted BuildingSkin, and an unused enum
Fixed terrain asset constantly being modified even when nothing changed
smartobject_test saved without splat paint mode on gg
island 0001 saved without splat paint mode