193,353 Commits over 4,079 Days - 1.98cph!
Automated Linux DS Build #609
Automated Linux Build #609
People no longer to try to start conversations with people who are busy building, crafting or gathering stuff
Added $Group keyword to VPC, sets solution folder to place directory under in Visual Studio
Added garrysmod_tools to groups.vgc
Added optional decision making path in DecisionMaker that returns a binary heap of decisions (all decisions), sorted by decision score, so that the best decision is always at the top of the heap. It also returns the number of elements that scores over the decision threshold, so that we know how many items on the top of the heap we consider "best decisions".
Added Binary Heap class for optimal priority access to the list of decisions that Decision Maker executes over.
Nicer RPC calling
Fixed corpses not being eaten
added skydome, props, paving hexes
TribeTrackerPortrait text is consistent with UnitInfoWidget
Unit.Roles.GetActiveRole now outs whatever Role the primary AI behaviour is tagged with, GetPrimaryRole outs the Role with highest weight
Commander health shakes a bit more
Added (probably fucked) steamworks folder
Deleted old foxgloves_lods prefab
More granular time slicing for work on the main thread
Mort / arc projectile attacks now show effect for damaged tiles
fixed fbx unity warnings for world python & m249 models
adding in ground clutter rocks to each hex
squad editor unit buttons now show info cards when hovered
PlaceholderAttackView now does a very placeholder effectin all relevant tiles
Added a 0.3 second delay to the end of attack co routine for burners before passing to damage routine
Automated Windows Build #608
'Updated' dx9sdk to February 2010
Removed use of old DirectShow API from Hammer
Fixed hammer compilation issues
Senses Load Balancing WIP
FOR FUCK SAKE burner prefab disabling flamethrower
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Disabled squad health text
Few buildable icons (needs recropping)
AI merge, better door handling.
NPC count returned to normal.
AI give up when stuck (like against a door)
More advanced checking for if we want to open a door.
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Changing doors to non-carving, so they'll block transit but can be pathed through.
Obstacle avoidance modifications
tweaked the position of the holosight addon for the semi-auto rifle ( no more clipping into screen )
fixed pump shotgun so it actually uses the awesome fire sound that AlexR made
fixed some synch issues with the bolt rifle 3rd person anims + worldmodel