202,111 Commits over 4,171 Days - 2.02cph!
Tweaked LookupShortPrefabName / LookupShortPrefabNameWithoutExtension
Updated missions to show player list
Started cleaning up Combat and splitting into partials
Added animation event timeout to Combat
Fixed TooltipWidget double serialization
Improved TooltipWidget positioning/alignment/anchor handling
Deleted a bunch of old ingame debug UI crap
VicinityEfffect NRE catch
- Bouncer progress
- StopMovement BD node
Throwable weapons balancing
deleting unused controllers
ActiveModleTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeTypeType
stopped exhaust idle getting stuck
- Removed debug nodes and trimmed some unneeded nodes from Bouncer BT
- Bouncer now activates boost
- EnemyAbilityBoost no longer controls activation/deactivation
- Added ActivateBoost BD task node
- More tidy up and annotated Bouncer BT
File path sanity checks now ignore the game's install directory
Automated Linux Build #371
Automated Linux DS Build #371
Automated Windows Build #371
Modified DSE calculations for a better average score based on contribution amounts
People are more likely to gather desired items rather than harvest them
Some minor touch-ups to DSE refactor. Looking good!
FOR FUCK SAKE wip ice block tileset
Let's use LOWEST_SCORE_THRESHOLD instead of magic 1000f when converting the resolution of a floating-point number to integer for comparison with zero.
Added herbivore combat module, added to relevant Units data
Changed common combat AI module so that "move to target" goal plans include the attack ability in their behaviour chains
Removed crafting from unit radial
Removed "is global" flag from base behaviour data
Removed Abilities from AgentParameters, UnitSettingsEditor
AbilitySettingsEditor fix
IntroUI boilerplate
Fixed TaskWidget.SetState NRE catch
PlayerCameraEditor only updates active camera module when game is running
Player prefab save, follow camera mode offset tweak
Fixed bug causing hunger spam.
repaired crafting code to maintain ownership and add ownership to items based on resources provided/crafter
added xp gains from cooking/eating other peoples food
Corpse animation event method cleanup/clarity renames
Unit.Senses.CanPerceive overloads
TaskWidget Animator assignment
GUI scene save
Added CanPerceieveTarget Condition
CanPerceiveTarget -> CanPerceiveEntity condition rename, enum modes and blackboard support
Added Clear Combat Target behaviour to common combat AI module
Added ClearCombatTargetAction
UIManager player/entity interaction checks for cursor moved to SmartObject member