202,564 Commits over 4,171 Days - 2.02cph!
Editor code was making the panda sad.
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Merged from Equip and Stow branch.
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Network allocation tweaks
Network allocation tweaks
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
More memory optimizations
Fixed NRE in SQLite
Fixed SendMessage being used to call OnAttacked instead of calling directly
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
bonus obeys maximum limit
- Level select screen UI is now dynamic and built from scriptable objects
Updated Facepunch.System to latest
Added more stats to serverinfo
Assigned new task complete SFX
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airfield work backup
hangar WIP models
renamed human_male_damage to human_male_overlay
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
Updated human male view
Some AIDesignerLayout comments for sebov/ptrefall
BehaviourElementEditor twaeks
overlay mesh to child and female
Fixed unresponsive UI in BehaviourChain element drawers when a nested behaviour editor was expanded
Seek Out Attacker blackboard read
updated child and female view models
Fixed territorial animals not returning to territory, the dicks
Unit UI widgets listen for death and fuck off when they should
Fixed DebugTools stats input not correctly calling set methods and thus not invoking stat changed events, wankers
Human overlay materials now hooked up to health properly
Tweaks to unseen attacker repsonse
updates to vm crossbow anim source
Restored some accidentally deleted scripts on camera
Removed afformentioned scripts
Done a pass on some unit hostility checks.
Re-wrote DynamicDOF to use the built in unity thing, only with modes and lerping and all that bollocks, scion can get fucked.
HideInInspector on DataParameters.Id
Fixed Combat.RecieveHit not handling desire fulfillment checks properly, moved to a callback