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Beta 1 What's New data file.
added Notes field to DataAsset.
AI tweaks.
Hacky workaround for failing SamplePosition calls in Navigation
Workbenches have deploy sounds
Fixed ladder code. My changes to support multi-part ladders evidently got accidentally lost in the mega-merge on changeset #3425.
Fixed several melee weapons having a minimum range of 0
Two new module packs, Default Human Combat and Default Animal Combat
Default Human Combat lets humans run to their target and flee (instead of being stuck in face target)
Default Animal Combat does the same, was applied to bears and wolves (herbivore combat is still not enabled, but that's less of an issue)
Disabled mission character glow for now to remove the "outline ghost" issue
Fixed double send of mission data. Apparently when a coroutine is started, the reference to it doesn't actually become null until the next frame. Who knew?
Also added an outline renderer prevention against double adds.
Added Party Member module to humans
Added non placeholder text and images for hunting tutorial
Added Wake Up module to humans so they can wake up from sleeping
Rebake island_01 navmesh again
Added an unrelated missing #if CLIENT flag
Added missing #if SERVER flag
Item rename so there aren't two different things both called "Table"
Enabled NavMeshModifiers on cliff rocks to fix units walking on cliffs
Made mission payouts clearer
Unit description will now show the description of the active GoalPlan or Goal if there is one.
Support displaying monument name on hud.
Fixed delivery missions paying extra
Reduced elo rank band range from 140 to 30 for now
added Elo.CalculateDivisionRank
league entry panels now use the correct division and ranking
Ensure client gets updated when NPC auto-heals on server (tick metabolism).
Fixed item stats properties editor.
Fix for zero shadowbias on old materials using default std shaders
changed previous behaviour conditions to penalties in the idle module to not completely break it if wandering fails.
holding right mouse button over any unit shows attack range
Reapplied fixed viewmodel shadow changes
fixed research table text (english)
manifest
phrases
elite ammo types lowered to 250 scrap isntead of 750
python lowered to 250 scrap
mod support - disable blueprints on client
play audible effect when learning blueprint
module AI logs now show correct score and base score
DecisionMakerModule.GetScore now returns the right thing.
Replaced references to the module's GPV score with GetScore.
ramped up scrap cost for lvl 2/3 workbenches
unit panels now show potential damage on health bar
Subtracted viewmodel shadow changes; needs fixing
don't allow default bps to be researched