198,745 Commits over 4,140 Days - 2.00cph!
Trying to hook phones up.
fixed steam inventory items not showing up in crafting menu (signs, picture frames etc)
boonie hat/bandana/cap unresearchable again
signs/picture frames unresearchable again
Various foliage & npc stuff
greyboxed >
combined seat-engine module (truck style cabin)
seat module
engine module
machine gun mount module
fuel tank piece
Fixed bad cave camera position
fixed WorldManager zone event forwarders not working
Pickaxe - Fixed issue with hands intersecting when running
removed old unused bolt vm anims
supply signal vm folder restructure
entity id debug panel fix
Navigation component no longer disabled the NMA when unit is sleeping, disable obstacle avoidance instead
Added remove flag actions to various sleep behaviours
UI work, adding icon to player panel, tweak anim intro
Added Decision.Success flag
DecisionMaker.ScoreModules rejects modules that score 0
module priority scoring fix
Cleaning up DM module scoring, high priority module handling
Fixed ClearBlackboardDesire not returning when it ends
Fixed water carving volumes not working with ocean plane (regression)
Fixed invalid modules not being rejected by DecisionMaker.ScoreModules
Added Switch Raknet Plugin
Numerous post/lighting tweaks
TOD post effects have ImageEffectAllowedInSceneView attribute
added vehicle components test scene
greybox chassis 2,3,4 modules
chassis hierarchical trees
Deleted UIUnitCooldown.cs
Removed it from Unit_MiniFrame prefab, removed all references.
More attack state work.
Grabber correctly set to not allow self targetting.
Merge from weekend_branch_4
wip attackstate refactor
wip CombatInteractionType
Log a warning when desire selector finds existing blackboard data for the same key
Interactions module tweaks
vm cleanup and new arm mesh merge
refactored some attack util code to one place, attack bar prefab, attack bar code wip
Refactored UIUnitInfoPanel ready to start moving the duplicated code from a bunch of UI stuff into one place
Fixed some animation loop issues when crafting an item at a crafting table
Refactored the mission system to support multiple players attempting the same mission. Gangs will be IMissionUsers (like players are for individual missions), with every member of the gang considered a mission runner.
Gang mission system initial commit