200,001 Commits over 4,140 Days - 2.01cph!
Updated beep - some steam integration added
Added Items+Callbacks partial
Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
shivering male vox shortened
starving male vox shortened
Moved raknet to its own dll
Updated native libraries
Cache BaseEntity.ToString()
this[] and FA.Count pattern in Items
Added DebugTools Item listing
Let right hand stow and equip, just like the left hand. Not everything is a bow.
After we pick up something, let's automatically equip it.
hungry and starving vox edits
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
Fixed BehaviourChain.ContainsActionOfType not doing what it should
FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
Raknet test
Timewarning - do nothing when not enabled at all in release builds
dynamically set navmesagent stopping distance
checked in the wrong file with last checkin:(
dynamically set navmeshagent stopping distance
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
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Fixed temporal-aa legacy opengl compilation errors
Fixed motion vector issues when tssaa is disabled
b25 speedtree shader update (won't break earlier versions)
Deleted the EquipWeaponSelector, because it wasn't a selector
Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
fix nan and made acceleration increase when sprinting and running
FixedTick through manager and ECS code
- Fixed some enemies not having mini map icons
- Lowered number of main rooms in asteroid level flow by 1
- Current area fix
- Can now press P to auto finish the current level (for debug)
- Level loading screen fix
- Reworked enemy minimap icon code so play-time spawned-in enemies show
Fixed player model state updating too often
Stopped animals sending network update every few ms for seemingly no good reason
LevelBuilder now checks for NRE in planet prefab
Fixed NotImplementedException
Entity.FixedTick actually called by EntityManager
Navigation tick logic in FixedTick
Fixed a bunch of bad AI data caused by merge in 6105
Navigation destination reached conditions cleanup, commented out an extra one that we probably dont need
airfield work backup - added splashes of colours ~
airfield hangar final models/LODs
Fixed Corpse NRE
Fixed Human-Combat BB read
AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off
ECS LateTick
Unit NMA autobreaking on by default
Fixed a buttload of warnings
Navigation Tick back to er, Tick