198,791 Commits over 4,140 Days - 2.00cph!
Keep Desire now also checks if an item dispenser dispenses anything required by a MachineProcessActionDesire before fulfilling
Made icesheet debris smaller
Made iceberg coliders more accurate
Savas map marker tweaks
SavasKoth added map markers
Iceberg/icesheet increased lod distances
(Changes from 13230)
Exposed evaluation target dropdown for condition and consideration wrappers, now possible to choose Self, Target or BlackboardEntity
Removed the EvaluationTargetType field from conditions and considerations
improvements to fire gathering AI
Iceberg/icesheet scene2prefab
Icesheet/Iceberg renderlod distances
Another round of improvements to Murderer AI.
Touched up on Murderer ai.
Iceberg 1 LOD/COL / Prefab layer settings
TargetFilterCondition should now properly copy and write back all blackboard data consistently
Optimized NavMesh Links.
Fixed bug in NPC Player NavMesh Link traversal.
made campfire gathering filter condition not shit
NRE fix for decisions with no Goal Plan
Target Filter as selector for making fire WIP
Changed TargetFilterCondition to not require target and be of selector type
TargetFilterConditionEditor
Nuked large scale occlusion
Added TargetFilterCondition
Fixed player tribe spawners adding territory at 0,0.
tweaks to corpse picking up and dropping AI.
Hapis Removed phantom ladder trigger at Refinery
Hapis fixed falling through terrain at west coast cave
Hapis fixed falling through terrain mtnside cave entrance
Hapis added building block to desert cave entrance
Hapis fixed duplicate lighthouse map markers
Hapis APC prep
rename gmhtml -> gmhtml-old
- AutoDestroy now destroys NetworkEntites correctly
- Added AutoDestroyEmptyContainer, and empty loot containers now auto-destruct early
- If a player is interacting with the loot container that gets destroyed, the UI for it is now closed correctly
Let gang visual sets be set correcting in combined CLIENT+SERVER mode, for easier testing.
Unit now stores a UnitDeathReason + UnitKilledBySettings to store how a unit died and what killed it
Those two fields + the death time are now persisted
Made testmap_smaller even smaller. Maximise loading time when testing.
Gold coin currency into loot tables.
Cleanup.
Unit Detail View tab no longer shows what the unit is feeling if they are dead, instead shows the "Dead for x hours" text we use on the toooltip
Fixed carried units appearing in a units portrait view
Mission arrow scale adjustments
Tabbing to an unselectable unit will now skip to the next selectable unit rather than stopping