200,001 Commits over 4,140 Days - 2.01cph!
Removed unused prefab instantiate from Skin.ReadDefaults
Refactored tile highlight functions into one, tips.
created mock building placement test scene
created low poly ultimate trim mesh
set IsActive on pickUpEventData when picking up to container
Addons Menu - Added tag grouping, and a button to delete all addons. ( With ample warning )
Automated Linux Build #739
Automated Linux DS Build #739
Automated Windows Build #739
Cleaning up animator state tag events, item callbacks
Switched map2 tiletset to temple b
refactored out the clear parameter of tile highlighting to a separate function call, removed it from all calls
Fixed ammo not actually being removed
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more highlighting cleanup
Unit weight tracking is done in the UnitAttachments component
Data fixes
Added position / rotation to entity find commands
Added find_radius console command (returns info about entities in radius around player)
Added find_self console command
Fixed missing/bad goal plan ref in human/Hunting module
AIDesigner debug logs when things are null when loading graph data
Unit decision maker target filtering all goes through the same method, uses a buffer instead of iterating over the source arrays
Removed load option in console since loading is only allowed on startup now
Fixed UnitDecisionMaker.FilterEntities skipping over alive units
Data (validated all goal plans, adding new fields)
Windows: Use %(PreProcessorDefinitions) in project settings (We need _USING_V110_SDK71_ to be defined to use VS2017 with XP compat)
Fix incorrect inlining in Pet causing compile errors with VS2017
Got saving and loading buildings working correctly. Doors elude me.
Don't think this hack is needed anymore.
miner hat model properly becomes emissive when on
Animals will no longer randomly get stuck when fleeing
Animals have more interesting flee behavior, constantly evaluating the best place to go to avoid threats
Telling placeable items to save.
Fixed cops reloading too often