193,913 Commits over 4,079 Days - 1.98cph!
Fixed missing GUI style for AI debugger
outcome text move event/sound
Deleted and reimported post processing stack, leaving in root folder to see if it helps builds because reasons
Bone manipulations on Clientside Models will work first try now
game outcome anim events/sounds wip
Remaining caves (for now)
Rocket factory progress / added walkway ledges / split tower stairs into modular meshes
(merged) and Mouse look to middle mouse, middle click to reset now based on viewport %
Fixed missing options toggles
Added rooftop generation
Wall section prefabs
WIP tribe creation and game setup revamp (added scenario and island choices to start new game screen on main menu)
Goal.ModuleWrapper can be null when the GPV is player instigated, so let's check for it.
Remove Module weight from Goal Plan score evaluation.
GPV now holds a CalculateScore() rather than duplicating the formulae all over the place.
Goal Plan's final score is now multiplied by the module weight rather than Goal.
FindBestModule should probably not always return false.
office plastic_panels_b texture set + mats
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Fix DMM GPV and how Agent+DM was interacting with it.
office lift texture set + mats
Probably a good idea to instantiate GPV in DMM.
Goal now holds on to its DecisionMakerModule, and just forwards DMM's AIModuleSettingsWrapper instead.
Check with DM whether the Module is active/valid before we try to score it.
First iteration of new Decision Maker based on Modules up for evaluation (untested at runtime).
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Various UI stuff, improved options/scenario prep
Made a basic (non-functional so far) payphone interface
Basic phone interaction scripts.
Payphones spawning on maps
Improved my single user interactable base class
Working on a more generic one-user-at-a-time interaction system
Putting the steps together.
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set global ui active again
Compile fix (bad unused directive)
Tile highlights now get parented and positioned with the tile colum in TileView::SetHeight()