200,015 Commits over 4,140 Days - 2.01cph!
* Fixed a multiplayer crash issue with combine auto cannon on ep2_outland_09
* Limited engine.LightStyle to values that do not crash the game ( 0-63 )
Automated Linux Build #177
Automated Windows Build #177
Automated Linux DS Build #177
- glue moves faster
- turret plasma blasts are larger and decelerate
- Increased speed of spikey things
- Turret spawn chance increased to 30% from 20%
- Couple of shockbeam optimisations
- Rebuilt factory tileset
- Enemy shield ability max duration timer from 3 to 2 seconds
- Another shockbeam fix
IsSameGender condition fix
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
FOR FUCK SAKE weapon FX
!A weapon prefab scene (forgot from previous commit)
Decision log score decimal clamping to 4 points
All Unit prefabs updated with increased stopping distance for testing
Fixed BreedInviation DSE
Need to flag when Breeding Grounds are "set" and when they're "reached".
Give breeding group goals a bonus of 100 for testing purposes.
Stop listening for position reached once we've gotten there.
Merge from physics_updates
- Reduced spawn location density around room entrances in Factory tileset
Senses update existing data on perception tick
Another tweak to DM logging string output
Fixed issue with BehaviourChain completion not resulting in a GVP reset
Added Stat editing back into the debug view (only attributes right now)
Gating OnUnitReachedDestination invocation in Unit+Movement
- Removed town
- Mission generation screen is now instant
-first attempted implementation of flocks
-currently prefab based, can easily be made data driven
-basic culling using Culling Groups, seems to be working fine
-flocks spawn automatically in biome.temperate, they have their own spawnpopulation.
-commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling.
-yamfm
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector
Added some debug line drawing for selected Unit fleeing behaviour
Can now disable HUD characters on idle
Stop g_blurx/g_blury shaders from increasing output brightness
ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts
Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering
Automated Linux Build #178
Automated Windows Build #178
Automated Linux DS Build #178
- Enemies in an enemy pack now have a spawn chance weighting
- Increased ratio of spikey enemies to others
- Health tweaks for enemies
- Glueblast collider radius tweak
- Changed some spawn budgets down by 10
mammoth fast walk, attack, eat, ouch
Base Group stores fixed array of Units
Added DM data source switch to BehaviourChainFilter
Species dietry data reset
Broke some shit. Looking at shadow optimisation.
made it so it eats grass and loops
and wolf idle aggressive loops
Fixed issue that prevented server savegames from loading in the editor
- Reduced duration and cooldown of speed bost
- Reduced aggro range
- WIP weapon pickups
-minor touchups on flock settings
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Fixed ExportTerrain window not showing up
Added UnitInBehaviourGroup condition
Added UI InputController that can use XInput
- Weapons can now be picked up and dropped
Merge from stability-serialization
Context menus no longer remain when their parent is focused
Changed scheme of ClientDLL context menus to match DMenu
Weapon selection via key bindings should now always work on SWEPs
Automated Linux Build #179