201,115 Commits over 4,171 Days - 2.01cph!
Fixed lso compute causing leaking during blur
Behaviour widget improvements
World/Ground clicks close radial when open, but do not clear selection
lowgrade fuel default unlock (DERP)
Fixed potential client side NRE
FOR FUCK SAKE fix foreground shader render
UI tweaks/cleanup
Player tutorial task tinkering
Fix for stat measurement trigger using incorrect normalized/max values
Fixed various aspects of tasks and their triggers not working correctly.
apparently this changed, may be important I have no idea
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
Moved code gen and camera util scripts to Scripts/Editor/Utility
Added UITween third party
Added archery skill to Human
Updated Candelight handles
Added some tweeing third party
Removed UITween because it was wank
Buildings init components mapped to state
Added networking items to city scene
Split common combat AI module Fight goals into Fight and Defend, should improve Unit behaviour when they miss and initial shot from player command
Human Food AI module corpse cooking fix, potentially
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks
Units play deselect instead of shrug sound on commands
Fixed fleeing destination calculations being performed on destination rather than direction
improve deer ragdoll (still not great)
fixed arrow rotation
Moved tribe item discovery to Player init
Detach projectiles in InterruptAttack
Fixed stupid double destroy
Hopefully fixed some projectile issues in Combat
More combat projectile tweaks
I think I missed this file from last checkin
More projectile / combat event tweaks
PlayerController move command FX
BehaviourPlanSettings player command FX support
PlayerController copies blackboard into GPV.BC.Blackboard when queueing behaviours
More dicking around with combat