200,682 Commits over 4,171 Days - 2.00cph!
Add gang members properly
Bonus for current target when finding threat
Terrain decal persistence, improvements
AI : Human/FireMaking goal plans all use default curve for their process capacity considerations, which should result in much lower scores when the fire is full
fixed DSEs with no conditions in OR mode failing
fixed potential for units' threat to be accounted for twice when deciding to fight or flee
Merge from combat revamp branch
We have a problem where Gangs deserialize before their members, which means they aren't found when their IDs come though. I started fixing this by making gangs just reference members by ID, and it kinda works, but there end up being too many calls to get the member objects anyway - in effect just moving the problem around. Going to solve it a different way but saving this partial work first.
Moved of of war into standard assets
Gang member structure edit
Been trying some more gang stuff
Fixed broken lighthouse UV's
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CreatePhysCollidesFromModel no longer crashes with models without physics meshes or with bad input strings
Added PhysCollide.__tostring
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Added /LARGEADDRESSAWARE to GMPublish (for now)
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Player.SetAmmo now has proper ammo typeID bounds check, as well as proper max ammo check (0-9999)
FL_ANIMDUCKING is now set automatically and is used for crouching animations
Fixed campfire showing bad capacity/duration values, no longer accepts insane amounts of fuel
Added ChanceToFight to combat component.
Set it to 0 on Deer so they don't destroy everyone.
Added fight chance based on distance so that animals like goats might attack you if you're really close
Compound walls LOD/COL/prefabs
Added game.GetAmmoNPCDamage()
Added game.GetAmmoPlayerDamage()
Added game.GetAmmoForce()
Added game.GetAmmoDamageType()
quick fix for the compound entrances, using gate + checkpoints
Fight chance based on distance is now a curve.
Hopefully fixed fleeing calculation not doing its job properly.
Renamed UpdatePositionFromNetwork to SetNetworkPosition
Renamed UpdateRotationFromNetwork to SetNetworkRotation
Made PositionLerp more generic
Units can now override stats data per age/gender combination
Removed StatsImporter
Removed avoidance stat.
Dodging now uses target's agility.
Accuracy calculation is only applied to ranged attacks.
renamed condition that Plastic tried to rename
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Removed RangedStat, IRangedStat et al
Cleaned up how vitals define their max value (def, unit data or simulator)
Fixed stats not being properly updated from data on init