193,207 Commits over 4,049 Days - 1.99cph!
EntityView.Update no longer virtual, BaseEntity.Position returns BaseView.transform.position if possible
Reflective normal flip for foliage two-sided lighting
Scientists check path distance between target and cover points, not just straight-line distance, to find best suited cover points for advancing and flanking.
more multi-league support work, fixed career mode start crash
Event music triggers must be flagged IsGameValid
Passing in client info via struct
Fixed Corpse.IsBeingCooked being set to true when added to a stockpile
Fixed corpse decay being calculated when being cooked
Fixed cooked and depleted corpses not being removed from the fire and destroyed (hopefully)
Grazing spots now have limitless effects to dispense
Hunters now also get the Cook AI module, but wont gather items and fill containers
DECLARE_ACTTABLES & IMPLEMENT_ACTTABLES
fix for LOS mesh being too low
Changed volume of music, made music pause on level finish and reset on level start
Dispensables can be marked as infinite
Added back the timeout for Possessions.
Timeout is refreshed when a new GPV is set with the same Goal as when the itme was picked up.
Fixed UnitIndicator progress balls lingering
Fixed radial indicator not following its target
Fixes roles icon on overlay markers
Fixed calling SetAllowWeaponsInVehicle( false ) in PlayerLeaveVehicle hook breaking weapon selection
don't null Current Goal if we have an active GPV
ActiveBehaviourCondition doesn't check IsActive on the GPV for Goal and Module
Let's null Current Goal if its Module fails.
GitSync:
* string.Comma imporvement
* Made NeedsDepthPass work for addons
* Added env_fire and npc_fisherman translations for killfeed
working on new strands and materials/textures
Redid the corpse changes I did on the FillView branch
Subtracting changes, was on the wrong branch
Fix units taking corpses that are being cooked and putting them in a stockpile (won't stockpile corpse that is being processed)
Removed HasHolder condition from Eat From Cooked Dispenser goal since we want units to eat from a spit
Adjusting the GameModeUniversal prefab to load and unlock correctly when entering/leaving a game
Add testconstruct back to the default scene list
Fixed ActiveBehaviourCondition not respecting GoalPlanVariant.IsActive
Campfire added as addon to giant hunt
Berry bushes no longer auto-dispense
Merge in project cleanup branch
More cleaning up warnings