199,500 Commits over 4,140 Days - 2.01cph!
Networking for the payphone
Using AsyncRequest in the payphone UI for cleaner async networking. Gets mission details from the server.
previous/current streak is now send with end game command
Moved consideration contribution range to a default of 2, so that the center/average is 1. This because having no considerations will yield a score of 1.
Removed duplicate scores between Goal and Goal Plan in situations where it should be safe to do so (in theory of course).
streak counter now correctly clamped to 0-9 not 0-10
xp/fan rings work
Decision logs that always get added to the open group on top of the stack, otherwise added on their own
Decision log cleanup. removed Types enum, renamed DecisionLogStyles to DecisionLogTypes
Fixed Agent.OpenNewDecisionLogGroup not adding log to the stack
Error handling in Agent.CloseCurrentDecisionLogGroup
Fixed duplicate close group call in Agent.DebugEndBestGoal
Fixed missing case in AIDebugger.GetLogStyle
Fixed OpenNewDecisionLogGroup not adding itself to the group on top of the stack
log to ai debugger when a module win (or when it doesn't).
Agent.DecisionLog holds a list of assets, accessible via drop down menu on each line of the debugger
Flags can now switch teams
Updated AI flag selection
Decision logs for module conditions
More cleanup & logging consistency
the GP of a player commanded GPV now needs to score same as its BC, since BC isn't part of the GPV anymore.
A bit of work on getting things to flee a bit earlier and be a bit more afraid of approaching threats experiment.
More work on debug logging (for modules)
Removed decision score from Behaviour Chain.
FOR FUCK SAKE xp panel with origin xp bar
Laucnher health reduced 6 -> 4
Slasher damage increased 3 ->4
added ui elements for race bar
made checkpoint and central point have alpha
vent door model & animation, controller, prefabs
made all menu icon masks have alpha
* Translate Edit Properties and rest of Properties
* Explosion effect will no longer make sounds