201,078 Commits over 4,171 Days - 2.01cph!
fixing all the everything
Add some debug code to figure out mcore crashes
tweak temple B floor texture/mat
tweak highlight tile texture
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.
renamed a confusingly named behaviour chain element variable
Reverted ItemIcon.cs because it messes with mah UI slots.
Alignment fixes.
Material warning fix.
null check and warning for Behaviour when trying to apply skill gain
Increased shooter dmg 4->5
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand
bring dispenser item to fire should write the fire as a machine and not a building
Action break/end call refactor, should make for cleaner, more useful call stacks
fixed NRE when "spawn bradleyapc" command is used
updated helicopter explosion debris to not be large untextured brown sticks
updated helicopter damage effect to not be large untextured brown sticks
helicopter gun muzzle flashes now aim towards target instead of always aiming straight up
updated helicopter explosion fireballs
Player instigated GPVs get double momentum
Buildings no longer require construction (data change, testing)
improved the muzzle effects for the m2 bradley firing ( cannong / coax gun )
Disabled What's New screen again
Hit indicators work again
Merge character visibility improvements and fixes
Merge vis changes into Bill's branch too
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
Added a toggle to log any flag changes on the debug tool
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Condition / consideration settings editor fixes
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
Fixed bad target filter setup in GoalPlan.DropUndesiredItemAtCamp causing blackboard read spam
moved animal combat to a new layer so root motion can override movement
made goat work with root motion attack
Deleted PostAttackCombatAction and moved it to the end of the attack command.
Moves and attacks now return their calculated CP cost to the calling function.
Added Free Move / Free Attack floating combat text