200,001 Commits over 4,140 Days - 2.01cph!
Tweaked some target filtering on eating on stick AI.
Cleaned up and hopefully fixed AI on people who left the tribe.
Subtle TreeSway for gm_construct skybox trees
Joining Settlements AI now only installed when we're trying to join a settlement.
Rest of UI is now consistent.
Dredge and bandit town scene update
Boilerplate for detecting which gang is holding which items.
Fixed settlement creation not showing leader bonuses until you switch the leader.
Put basic tools with the craftsman unlock.
WIP content to progress to level 3
rhib uses updated passenger animation not holding invisible bench
Item drop detecting relevant buildings
Cash gets added to safe every 5 seconds
Added a ceiling light prop (based on an old unused model we had) and added a couple lights to each gang building so they're not pitch black at night anymore.
Working on making the GangHQ script a NetworkEntityBehaviour that can sync some data to the client, which will let us load gang signs correctly, show nav arrows to gang headquarters and so on.
Gang HQ info now syncing to clients. Arrow works in HH mode.
Gang building signs now work on clients (not just listen server)
Added some really basic lighting to external gang signs
Target/Contextual role assignment UI boilerplate
Building ownership assignment UI improvements
Gang map icons always show on map, even when there are no gang members
rebuild ps4 native DLLs with __declspec (dllexport)
Working on sending the gang safe across to the client. Still got an entity init order issue at the moment
Parenting the safe to the gang HQ lets things come through in the correct order
Modified the old static gang list to work on listen servers with the new networking system. Fixes nav arrows not working in listen mode
Got score working again. Moving the angHQ script earlier broke it
Doll should be associated with the gang house it's dropped in, not the player's gang who dropped it!
Units no longer clear combat target when target is outside of aggro range, only when they can't be perceived (fixes BEF-282).
Added option to skip a behaviour chain element if it fails (needs a bit more testing).
Target filtering data for cooking on spit.
Doll destroy NRE, clearing safes after every round
Handling dropping carried item on death
Nametags for all players
Removed old nametags
electric wiring modular kit meshes/prefabs
Cherry picked water3 changesets from bandit_town
Added Half Life Source CLASS_ enums
Entity.GetInternalVariable now supports all field types as GetSaveTable/SetSaveValue does
Dredge LODs and vertex color update
More UI tweaks, no longer setting time at the start of each round
Attempt to optimize navmesh carving with respect to building.
Fixed NRE when removing comments in the AI Designer.
Fixed comment nodes not being removed from the module.
Eating on stick AI moved into the Food goal instead of competing with it.
Various AI other data tidy up and tweaks.
Added a better description etc. for the game mode