202,091 Commits over 4,171 Days - 2.02cph!
Better gang visual set assignment
Fixed some exceptions that could be thrown when an entire tribe of humans was killed
Added a Health Bonus to the Fight (Human) goal to try and stop healthy units fleeing so much
Added a "Hold Ground" goal plan to the Fight (Human) goal that does nothing - this hopefully keeps units from not having any valid offensive goals and falling back into defensive/fleeing (trying to stop the attack once and then run away combat pattern) - there might a better way to handle this, but it seems to be effective
Fixed units repeatedly trying to Return to Territory while they are already in their territory
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping
Mission arrow scale adjustments
Fixed carried units appearing in a units portrait view
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Gold coin currency into loot tables.
Cleanup.
Made testmap_smaller even smaller. Maximise loading time when testing.
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Let gang visual sets be set correcting in combined CLIENT+SERVER mode, for easier testing.
- AutoDestroy now destroys NetworkEntites correctly
- Added AutoDestroyEmptyContainer, and empty loot containers now auto-destruct early
- If a player is interacting with the loot container that gets destroyed, the UI for it is now closed correctly
rename gmhtml -> gmhtml-old
Hapis Removed phantom ladder trigger at Refinery
Hapis fixed falling through terrain at west coast cave
Hapis fixed falling through terrain mtnside cave entrance
Hapis added building block to desert cave entrance
Hapis fixed duplicate lighthouse map markers
Hapis APC prep
Fixed player tribe spawners adding territory at 0,0.
tweaks to corpse picking up and dropping AI.
Added TargetFilterCondition
Nuked large scale occlusion
TargetFilterConditionEditor
Changed TargetFilterCondition to not require target and be of selector type
Target Filter as selector for making fire WIP
NRE fix for decisions with no Goal Plan
made campfire gathering filter condition not shit
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.
TargetFilterCondition should now properly copy and write back all blackboard data consistently
Iceberg 1 LOD/COL / Prefab layer settings
Touched up on Murderer ai.
Another round of improvements to Murderer AI.
Icesheet/Iceberg renderlod distances
Iceberg/icesheet scene2prefab
improvements to fire gathering AI
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
Iceberg/icesheet increased lod distances
Savas map marker tweaks
SavasKoth added map markers
Made icesheet debris smaller
Made iceberg coliders more accurate