201,215 Commits over 4,171 Days - 2.01cph!
Automated Linux DS Build #369
set up aim throwing for spears
This "should" be more correct handling of flee destination (it can now fail).
Some small touchups to Morale and fleeing.
Removed AlwaysWin condition from some AI data (not needed anymore)
set some conditional aborts WTF they are. Fixed it though!
UnitAttachmentPoint joint setup editor size in UnitViewUtility
UnitView spine fixed joint setup in UnitViewUtility
UnitView public fields to properties
GetFreeState in ActionSettings should never be able to "GetEnd" a null value, since we pre-allocate the entire array.
Added a couple of debug logs to try to catch this combat bug
If GetFreeState reports error, return default(T) for chance of null, rather than new T().
Fixed see players through walls with motion blur (RUST-1069)
Industrial ruins - models
Industrial buildings - Watchtowers a,b,c,d models
Perimeter wall models/LODs/COLs and prefabs
Only log Combat component range messages when a Unit is selected
Territorial AI module "Attack Intruder" GoalPlan now uses the "Set Combat Target" Ability rather than Attack
Fixed arrow trails being destroyed early, (VisualFX set to looping, stopped by Projectile when it lands, trail renderer set to autodestruct)
lots of texture/tree/road mods
CTextureManager::FindTexture no longer ignores textures with a blank name - stops CTextureManager::FindOrLoadTexture from leaking
Automated Linux Build #370
Automated Windows Build #370
Automated Linux DS Build #370
- Started coding some AI conditionals for behaviour trees, now that I kinda know what I'm doing
- Accelerate and StopAccelerating action code
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FOR FUCK SAKE tweak AO and light
Animation/Navigtation state callback changes
Log error if we fail to spawn a projectile in Unit.Combat.PerformRangedAttack
Projectiles ignore collisions with their shooter
UnitVIew assigns hitbox.Unit during Setup
Projectile NRE fix + comments
Navigation destination reached callback revert