200,001 Commits over 4,140 Days - 2.01cph!
Automated Linux Build #380
Automated Windows Build #380
Split up combat AI into a few seperate modules. Put player command related behaviours in their own module, only used by humans
Minor ItemDesire.CanBeFulfilled tweaks
Items/Building and Warmth AI Module tweaks, mostly weighting
Automated Linux DS Build #380
Desire creation consistency/tweaks
Fixed Ability:Flee not removing flee flag at end of ActionChain
Desire momentum drain rate is slower for player created Desires
Fixed ActionConstructBuilding not de-registering the Unit as an active builder on break
Desire data assingment fixes
More Desires stuff, partial revert to allow pre-created desires to be directly added
FOR FUCK SAKE asteroid adding collision/minimap
FOR FUCK SAKE rebuild asteroid rotoz tile
FOR FUCK SAKE asteroid room, fiuxing issue, adding ramdomness
FOR FUCK SAKE removing old tileset cleaning asset
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
Automated Linux Build #381
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Automated Windows Build #381
Automated Linux DS Build #381
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
Fixed Humam/Combat missing blackboard read
Fight Common/Combat/Offensive/Fight Goal having a bad condition
Yet another merge from main
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Fixed perception range condition
Editor code was making the panda sad.
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Merged from Equip and Stow branch.
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Network allocation tweaks
Network allocation tweaks
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
More memory optimizations
Fixed NRE in SQLite
Fixed SendMessage being used to call OnAttacked instead of calling directly