200,183 Commits over 4,140 Days - 2.01cph!
Added the missing return in GoToSmartObject from
16100
Subtract the subtract and use .updatePosition instead of toggling NMA enabled state
Removed detail layer from hoodie material
merge from compound branch
AI actions run/tick/simtick impls return execution state instead of void (no longer call action.End or .Break from within the impls)
Renamed Behaviour to AIBehaviour to stop unity whining
Renamed Animation to UniAnimation, also due to whining
Fixed multiple activity notifications of the same type and from the same creator being suppressed (now optional on the def)
BehaviourChain.Break cancels smartobject subscriptions after breaking behaviours (hopefully fixes OOE issue with AIBehaviour event callbacks)
BuildingUnit is now a networkentity
Cleaned up behaviour smartObject subscription management
AIAction.State set to active in Run before invoking the template's RunImplementation. Action implementation can assume that the state is active (fixes ItemAction's animation bypass mode callback returning early)
Animation bool callback clear method cleanup
Remvoed bad return in ItemActikon.OnItemActionCallback
more instance/local game client reworking
Encapsulating networkentity field
added lower tricount and hat morphs for lod1 hairstyles. more work on hairstyle07
Removed and converted some messages
Fixed upgrade menu / highlight not working with lookatradius 0
NRE fix in AIBehaviour.ClearSmartObjectSubscriptions
Tutorial screens can use triggers, will only display once
Merged TribeActivityTrigger and TribeMemberActivityTrigger into PlayerGroupActivity trigger type
Moved some more stuff around.
ECS semantics cleanup, summary on SensesSystem to explain the intent behind temporarily porting the API
Removed Happiness stat
Fixed Effect editor not displaying stat manipulations foldout
Removed a bunch of happiness changes from effects (replaced with Mood in most cases)
Dont play unit audio in super sleep speed
Don't apply Effects to dead Units
Fixed ItemAction getting stuck when in bypass animation mode
Fixed various NREs related to people having a null group
Use the dll interpolator class in the main project. No need to have two instances of the same thing - they'd already got slightly out of sync.
Added support for generating terrain splat texture arrays
Added texture array asset inspector override for working preview
Changed terrain rendering from atlas textures to texture arrays (finally)
Doubled parallax occlusion mapping sample count
Removed pool checking for CharacterState and CharacterMotorState, since Bill F's changes mean they're no longer pooled.
Oops, removing my debug changes
Async read fallback to native path on unsupported platforms (e.g. glcore)
Better async read fallback/safety handling on coverage and culling
Game modes now have character events available to override. Added a WeakEvent class for memory leak safety.
Can get NumListeners from your weak ref event