194,326 Commits over 4,079 Days - 1.99cph!
Player instigated GPVs get double momentum
Buildings no longer require construction (data change, testing)
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
Action break/end call refactor, should make for cleaner, more useful call stacks
bring dispenser item to fire should write the fire as a machine and not a building
Moved role weight change out for Agent+Behaviour callback and into AbilityCommand & InteractionCommand
Increased shooter dmg 4->5
null check and warning for Behaviour when trying to apply skill gain
Alignment fixes.
Material warning fix.
Reverted ItemIcon.cs because it messes with mah UI slots.
renamed a confusingly named behaviour chain element variable
Improvements and fixes to building and fire gathering AI.
Cleanup of EntityValueConsideration.
tweak temple B floor texture/mat
tweak highlight tile texture
Add some debug code to figure out mcore crashes
fixing all the everything
Updated vm source rig - latest rig & mesh
fix to make items have random rotation and position data when carrying more than one in one hand
Changed wall generation
Added vertical boost
New building default materials
Geiger World model, prefab, mats, textures etc
Added a quick script to make the booster rotate until it has anims.
More friendly-ability range fixes.
Some minor tweaks from Sunday
reduced volume of attack mode clip
Senses unit enabled check
Added BaseEntity.Enabled flag, ignore disabled ents in ECS ticks
further adjusted some launch site props
tagged certain launch site path nodes as 'straightaways'
bradley will no longer turn 180 degrees when on a straightaway (won't get stuck)
Added Booster unit.
Generated unit portraits.
Fixed some target colour issues.
ConditionConsiderationSettings score is 0 if the condition failed
HasDesireSettings editor, validation
Ak, Beancan grenade, Bone club, Binoculars, D Shotgun, M92, M249, Sawnoff shotgun, Semi auto pistol, Semi auto rifle, Stone spear, Wooden Spear, Thompson - Updated to latest rig & added new arms
Each attack definition can now specify it's own CP cost.
Added ResetMovementCombatAction
Gathering for fire improvements.
Clamp npcs to the ground as we are traversing a navmesh link.
Game no longer autoloads the last save
Fixed some issues related to agents getting back to normal movement after completing a navigation link.
ConsiderationSettings.BlackboardReadKeys no longer abstract
Progression widget text fixes
correct materials assigned to the mesh (was only a problem for rebuilding prefab)
update tree to not fall though floor