200,157 Commits over 4,140 Days - 2.01cph!
Automated Linux DS Build #397
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Automated Windows Build #398
Automated Linux DS Build #398
Refactoring and improvemnts to UI widgets that deal with CommandButtons.
RadialMenuWidget and UnitCommandsWIdget use pooling instead of crappy old create/destroy of prefabs.
RadialMenuWidget button handling re-worked and made cleaner/more consistent with other widgets
RadialMenuWidget has it's own label/tooltip rather than using the main UI tooltip widget
TooltipElement can optionally override it's target TooltipWidget
Old posters textures
Bus stop model, LODs, COLs and prefab
Can now set Behaviour Slot on AI Modules in AI Designer. Defaults to Primary slot. (This is not hooked up behind the scenes properly yet, however).
Rather than default to Primary behaviour slot, we now try to look up the GPV's GP's Goal's Module for the Behaviour Slot type.
Player commands still default to Primary slot since a Player commanded GPV does not hold a Goal (and perhaps not a goal plan either?).
Debug stuff still defaults to Primary slot.
Some other things also defaults to Primary slot still, but at least it's getting there! TODO comments for all the things defaulting to Primary.
- Weapon pickup UI changes
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Automated Linux Build #399
Automated Windows Build #399
Automated Linux DS Build #399
Log file print, wait for release
Removed BuildAssetBundleOptions.DisableWriteTypeTree flag
vm grenade source updates
testing serial builds because i'm desperate
Sense profile hooks
Removed equality members from perception data types since they were redundant (correct me if I'm wrong)
Removed coroutine from MusicManager
Tweaked PlayerCamera tilt settings
More profiler hooks
MusicManger tinkering
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* EffectData() now resets its member values
* Added CNewParticleEffect.Render()
* Added CNewParticleEffect.SetShouldDraw( bool )
Automated Linux Build #400
Automated Windows Build #400
Automated Linux DS Build #400
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Automated Windows Build #401
Automated Linux DS Build #401
* Panel.Remove now causes parent to InvalidateLayout
* Panel.SizeToChildren does not fail to resize to 0 values
! GitSync - Thruster Effects can now be added by mods
Automated Linux Build #402
Automated Windows Build #402
Automated Linux DS Build #402
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- Pickup UI for abilities is now coloured blue for utility and red for offensive
- Increased chances of crates having abilities and weapons (prob too high)
Merged from Behaviour Slot branch.
Added GoalPlanVariantSlotType to EnumArrays
Removed NextGPV concept
UnitManager no longer holds a list of Units, instead uses the EntityManager list
Moved AI goal completion event stuff out of EntityManager into AIManager
DataEditor perf opt/tweaks
Senses no longer kicks of UnitCollection management by default (option in data)
UnitCollection no longer creates a sensor
added sidestep and backpedal for human walk locomotin state and cleaned up the look at code a bit