201,448 Commits over 4,171 Days - 2.01cph!
fixed fbx unity warnings for world python & m249 models
Mort / arc projectile attacks now show effect for damaged tiles
More granular time slicing for work on the main thread
Deleted old foxgloves_lods prefab
Added (probably fucked) steamworks folder
Commander health shakes a bit more
TribeTrackerPortrait text is consistent with UnitInfoWidget
Unit.Roles.GetActiveRole now outs whatever Role the primary AI behaviour is tagged with, GetPrimaryRole outs the Role with highest weight
added skydome, props, paving hexes
Nicer RPC calling
Fixed corpses not being eaten
Added Binary Heap class for optimal priority access to the list of decisions that Decision Maker executes over.
Added optional decision making path in DecisionMaker that returns a binary heap of decisions (all decisions), sorted by decision score, so that the best decision is always at the top of the heap. It also returns the number of elements that scores over the decision threshold, so that we know how many items on the top of the heap we consider "best decisions".
Added $Group keyword to VPC, sets solution folder to place directory under in Visual Studio
Added garrysmod_tools to groups.vgc
People no longer to try to start conversations with people who are busy building, crafting or gathering stuff
Automated Linux Build #609
Automated Linux DS Build #609
UnitAttachments.CanAttach checks validity of points that will be blocked by attaching the item passed in (blocked, occupied)
ProcessItemIntoDesiredItem GoalPlan filters items that are held by other units
Automated Windows Build #610
Rather than Decision being a binary heap item for priority heaping, we let Goal and GoalPlan be the binary heap items instead. This is because we don't want DecisionMaker to clear away our sorted decision scores for goals when we create the heap of goal plans (necessity of moving to an iterative approach). This also greatly simplifies how much Agent+DecisionMaker must touch Decisions.
Automatically build garrysmod_tools (on Windows)
Automated Windows Build #611
Items can define crafting sounds in their data, AnimationAudioBundle asssts have a special mode for playing item craft sounds
Fixed culling related NRE in spectate mode
Getting there... Iterative approach to best goal with support for moving to next best goal and so on when finding goal plan fails...
testing a small change to edge scrolling
spear crafting sound edit
Actions.CraftItem handles animation internally, exposed param name in item data
Removed animation actions from crafting abilties
Don't start refresh coroutines until RefreshAll is called
Tweaked default batching params
AmbientSoundPlayer cleanup
fixed/changed mat on shelter