17,530 Commits over 1,614 Days - 0.45cph!
Blocked steam initialisation in editor
Fixed some issues stopping views from being updated
Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
apparently I maybe made changes to building AI
put crafting module back in
crafting now happens immediately
island-01 central mountain rework
let's not have snow in the tutorial
Trigger event wrapper cleanup
fixed retarded code resulting in Twats hating everything.
Refactored desire save/load to be more good, less bad.
TraitsConfig renamed to PersonalityConfig.
Entities can now be excluded from opinions in config.
Fixed Island_01 and NoSpawns having out of date/missing navmeshes
Deleted an orphaned(?) navmesh on island_01
Fixed an NRE in GroupPersonalities when a non-human in a group dies
Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
EntityViewUtility NRE fix
cliff_collapsed_01 files & prefab
Added collapsed cliffs to levels
Better automatic nav mesh obstacle sizing for resource views
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain
rebaked island2
rebaked lost & found
AI designer tab persistence, polish and bug fixes
Removed bad BuildingDesire.Save override
AI designer bits
Various human module scoring tweaks
Stat types enum generator
Added a go to previous module change button in the ai debugger
Corpses should now drop embedded projectiles when they are skinned
Entity log window title content fix
Fixed AIDebugger.GetPreviousBestModule causing crash when activeSimTick is 0
fixed constant pingponging between player instigated GPV and non player one
AI logging improvements, added post process step at the end of each simtick to deal with parenting
Fixed databrowser persisted asset selection causing bad cast errors
Fixed decision logs not being post processed
Nixed stupid tick id thing
AIDesigner resets canvas pan offset when selecting a new module