198,763 Commits over 4,140 Days - 2.00cph!
playerdatabase.stats now numbers entries and also displays how many people have played an online game.
Unit panels now visible at 0.9 alpha.
Fixed scene order so emotes and emote options appear on top of the current unit panel
Reworked how league table preview is ordered/handled in the menu.
Fixed table ordere issues for all the menu screens.
Fix for board and tile toppers (capture poinst etc) disappearing when your AI game is interrupted during the board intro.
Fixed long names fucking up on scoreboard UI
Disabled DSE caching in config
added tire effects when car drives over different surfaces
vending machine tooltip shows if item for sale is blueprint or not
Fixed rust/std blend4 secondary uvs + touched relevant shaders
Cleaned and simplified up standardlayer usage
Fixed some quirks/acne in shadow feet workaround
blackboard is now passed down from modules
Remove "inherit score from module" on goal nodes
DSE skips considerations when scoring a module.
Module score (bonus - penalty) is applied to both the Goal and Goal Plan.
AI modules no longer show consideration groups in their DSE, onValidate ensures that they are not allowed
Various AI designer improvements
Marked a bunch of unit conditions as cachable
Fixed AI designer goal pasting issue
Added "Use Vertex Normals" option to terrain shader for debugging/authoring
Removed unused keyword code from terrain meta
Gangs don't get dissolved any more, joining is force, you can't leave any more.
System info includes process memory usage
Added "Batching" and "Decor" scenes to reduce game object hierarchy clutter
Improved WaterLevel API (cleaner, faster and more powerful)
Only show drinking interaction messages when water has a certain depth (stricter for salt water)
AI designer editor consistency
fixed incorrectly placed editor only tags causing the Steam version to not ignore carried items in target filtering
Removed DecisionScoreEvaluator class, no longer need to create instances of this to evaluate a DSE from data
Moved player command cooldown tracking to Unit. Units will leave cooldown state when they go to sleep
Merged "wake up" goals into main human/sleep module
EAC SDK update (Linux "sandbox not connected" fix)
removed Jog To Thrown Weapon, so people will jog or sneak accordingly when picking up their weapon
Beta 1 What's New data file.
added Notes field to DataAsset.
AI tweaks.