193,440 Commits over 4,079 Days - 1.98cph!
Automated Windows Build #571
checked in the correct version of the happy walk
Removed fulfilled and expiry state from Desires
Item events refactor, using System.Action instead, awareness of player commanded actions
MeshData utilizes memory pool
Automated Windows Build #568
FOR FUCK SAKE wip tile texture/shader
FOR FUCK SAKE tweak background
Hitting someone with a vehicle now marks the driver as a criminal
Don't bother compiling shaderapidx10 module (it isn't even shipped!)
Removed every automatically built binary/vpk
Players can now take damage from NPC shots when in a vehicle
Tweaked culling occludee debug view
Added SphereGizmo draw style to DDraw
monuments are labeled on the map
rock is not considered hostile to sentry turrets
any damage dealt marks you as hostile to sentry turrets
Fixed some doors being invisible when moving for the first time after joining a server
Fixed Dispenser.ProvidesDesiredItem returning true when it had not assigned a dispensable info to out
Mood overlay not always enabled in code
Fixed NRE in Dispenser.HasDispensable
Added DispenserDesireWeight consideration which attempts to find dispensables items on the target entity that match a unit's item desire
Small hut uses 1:1 mapping for rock requirement
Silently skip normals / tangents / colors if a mesh in a batch does not have them
GC optimizations
Fixed rare mesh flickering when switching LODs while batched
Fixed bad filter check in Dispenser+Items
Fixed occluder meshes import settings to skip normals/tangents
Item carried effects actually hooked up :o
Desire params reset
Log warning when normals / tangents of mesh are not matching
Removed overloads for HasDispensable, now uses updated DispenserItemFilter, also recurses through dispensable data
Re-enabled Human/ItemGathering/FindDesiredItem GoalPlan
Big rock uses material type "Stone"
Fixed some bad data in gathering related AI modules
Fixed UnitDecisionMaker running interaction plan filters for non behaviour elements
Senses overlay improvement
Fixed ItemDesire not correctly assigning data on init
TargetFilter 'BlackboardBuildingMaterialRequirements' Desire creation mode now supports both item and material requirements, creates desires for both
UnitDecisionMaker.CreateDesires missing a ! in component enabled check
Fixed zone spawn controls not actually working
Added various overloads for Dispenser.HasDispensable, fixed ItemSettings overload not checking dispensable availability and quantity
Added InteractionsPlans list to Blackboard keys/data
Added DesiredDispensableInteractionPlans Selector
Added BlackboardInteractionPlans mode for BehaviourChainInjector
Fixed GoalPlan editor not pulling Blackboard reads from TargetFilter element Selectors
Removed harvesting related GoalPlans from the Human/Building module