199,443 Commits over 4,140 Days - 2.01cph!
Fixed List.Compare handling nulls
Include client version (changeset) when disconnecting because of an exception
Conditions and Considerations support Selector dependancies
Selectors no longer have a runtime object/instance pairing, instead they work like Triggers where logic is defined in the asset type definition
EvaluationContext renamed to EvaluationTargets for clarity
Fix for error when inventory item refreshes while selected (for example when drinking water containers to completely empty)
Selector dependancy editor side support
Fixed null selector in Crafting AI module
Human anim controller tweaks
Combat tweaks
webrcon chat messages
added chat.tail (json)
added chat.search (json)
chat messages contain user's steamid
HumanController combat state transition fixes
Renamed combat effect field for consistency
Moved some combat code around that didnt need to be split up
Fixed Effect.ApplyStatMinipulators calling the wrong application method for stat changes
Fixed Death effect not flagging Unit as dead!
Fixed potential Unit.Group NRE in Senses component
Renamed StatMinipulatorParameters Apply methods for clarify, overload was pointless
Working water depth + surface; needs shore fix
Added basic combat AI module to all Units
Fixed SetUnitSpeed actions
Updates to:
player gesture anims source
player preview idle source
sleeping & wakeup source
player preview anim source (hungry/cold/hurt)
created exploded variants of low and high beep truck, correctly labelled all elements, grouped together, exported for baking
Fixed world space reconstruction for logz + shore transition
Prepare BCD from blackboard data in Agent+Goals.SetCurrentGoalPlanVariant
DesireSelectorSettings will only run query if blackboard has no value
Fixed StatsComponent init being stupid and overwriting values from data
Fixed DSE not exiting early when a selector query fails
Fixed StatCollection init NRE
Added skill gain to attacking and damage modification of melee attacks.
Fixed a list being serialized when it shouldn't.
Combat now calculates chance to hit.
Automated Windows Build #317
Automated Linux DS Build #317
ConsiderationSettingsEditor tweak
Started working on new AI Debugger. Ported in Entity Stats/Behaviours and Decision Log display
Added module filtering to the decision log
Removed old DecisionLog window
Cleaned up decision logging in DSE
IsAttackingMe Condition potential fix
Ability.PickBestAttackerToFight DSE tweaks, no longer scores using inverse target health, instead runs threat and inverse target health as bonus considerations
Reorderable list menus don't show type for group children
Reorderable list menus tweaks