193,358 Commits over 4,079 Days - 1.98cph!
added interaction positions back
Actually fixed building category toggle states
footsteps added to walk carry anim
making small shelter work
Updated warehouse monument topology (river issues)
Re-added monument name phrases and enabled map labels
Fixed some monument layers
added ground clutter stones to dirt hex blocks.
made skybox a bit better
Correct batching script on overgrowth prefabs
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Merge from dungeon_art_4 (please no longer commit to that branch paroxum / damian)
Fixed UnitCommandsWidget not reseting category toggle state
AI designer inline creation for goals/plans in node graph
SmartObject init spits errors when interactions are flagged as positonal but no positions are defined
Interaction position data for medium hut
Added bone fragments worldmodel
fixed/changed mat on shelter
AmbientSoundPlayer cleanup
Tweaked default batching params
Don't start refresh coroutines until RefreshAll is called
Actions.CraftItem handles animation internally, exposed param name in item data
Removed animation actions from crafting abilties
spear crafting sound edit
testing a small change to edge scrolling
Getting there... Iterative approach to best goal with support for moving to next best goal and so on when finding goal plan fails...
Fixed culling related NRE in spectate mode
Items can define crafting sounds in their data, AnimationAudioBundle asssts have a special mode for playing item craft sounds
Automated Windows Build #611
Automatically build garrysmod_tools (on Windows)
Rather than Decision being a binary heap item for priority heaping, we let Goal and GoalPlan be the binary heap items instead. This is because we don't want DecisionMaker to clear away our sorted decision scores for goals when we create the heap of goal plans (necessity of moving to an iterative approach). This also greatly simplifies how much Agent+DecisionMaker must touch Decisions.