199,560 Commits over 4,140 Days - 2.01cph!
working on trimming the truck
continue button now hide awards panel, show graphs panel on first click, then exits match on 2ndclick
game graph generators now stored in a dictionary, all are processed once at start of graphs page, can now be shown individually by type with Show(GraphType)
When gathering elements among the best in heap (within deviation threshold), make sure we do the calculations right!
can now cycle through any available graphs.
added kills per round graph generator.
DecisionMaker.ScoreGoals no longer needs to test module validity for each goal, as module conditions are evaluated earlier
Goal priority implementation re-introduced, works the same as GoalPlans
Added some comments to Agent+DM.
Agent+DecisionMaker "Update X Among Best In Heap" methods return bool, allowing for cleaner breaks out of "Find Best" loops
Take goal score into account when calculating goal plan variant score.
Increased interval between lightning strikes during storms
Add GPV score to the Agent Behaviour editor.
Fixed a bunch of UI positioning issues cause by change to screen space camera mode
GPV slot debugs failed comparison scores
GUI back to overlay mode, positional crap.
GPV slot logging fix
Various debug options use editor prefs
GUI save
Tweaked settings for sleep ai.
Fixed out of range in SelectedInteractableIndicator
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Added "entity" as a valid tag for gmpublish and gmad
Cleaning up UDM filtering and debugging
Agent DM renames
Fix Session scene loading error, start game option defaults
Minor tweaks to srcds workshop console output
Added "Effects" and "Entities" to addons menu, prettified the "Uninstall All/Selected" stuff a bit for easier translations
Fixed module conditions not being properly evaluated
GPV score comparison failure logs under option/editor pref
Slight Improvments to bone editors in Sandbox
Updated AI for new car rig
Started flag mission AI
Unit health bars are always visible if they're not at max health