198,744 Commits over 4,140 Days - 2.00cph!
A minor improvement to adding player momentum to incoming variant.
- Take advantage of early exit opportunity in TrySetCurrentGoalPlanVariant when same goal plan but not a player command.
- If incoming variant is a player command, add momentum to its score.
- Behaviour Chain's decision score calculation was using the old multiplication method. Now finding average score through addition.
Office building material blend work, (wallpaper and carpets masks)
Airfield work backup
setup human turn anims to work when bool isTurning is active
/main becomes /prerelease
/main becomes /prerelease
FOR FUCK SAKE WIP block tile set
Automated Linux DS Build #377
Automated Windows Build #377
Automated Linux Build #377
Fixed '/**/' being treated as '/*/' in lua lexer (not closing the comment)
Automated Linux DS Build #12
Automated Linux Build #12
Automated Linux DS Build #376
Automated Windows Build #12
Automated Windows Build #376
Automated Linux Build #376
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Server index out of range error
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- Working on raycast to ensure we're not trying to shoot through a wall/hill/tree/etc. Not 100% there yet.
- Some more null testing in CraftItemSettings, we trust state too much it seems, or we're able to somehow get into a bad state... so got to look deeper into this issue in general.
Added mission props to prefabs
Updated race UI
Agent.TrySetCurrentGoalPlanVariant adds momentum to current GPV score for comparison
concrete_c generic texture albedo brighter
extra floor to watchtower_c, work on main building platform
airfield backup
Latest Beep, new mission, new map
updated character materials
Fixed situations where only one player would die when two players killed each other at the same time
Updated camera in Perf.Playermodel scene (fixes incorrect clear flags)
Best-fit hit detection for projectile weapons