197,434 Commits over 4,110 Days - 2.00cph!
Support for non-power-of-two source textures
Set default value for UIManager.CurrentScreen in init
Fixed tribe create without navmesh agents being disabled
Launchsite warehouse / scene progress / vertex paint /dressing
don't use navmesh in tribe create
ConsiderationSettings.IsCachle set in OnEnable, only considerations with no blackboard writes are cachable
Recover stamina animations, UI exposure
SetDestination fuckery experiments
fixed wrong animator trigger on item
Enabled UnitAttackState behaviours in Human/TorsoOverride/Combat
Added missing AnimationTagOnState to Human/TorsoOverride/Combat sub-statemachine
Fixed NRE when finding criminals that's dead.
* Reduce clientside physobj amount of ragdolls to the amount on the server
* \n for IMesh.BuildFromTriangles error message
Merged for less messy branching
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.
renamed dm7 map to control 1, changed it's default squad to include grabber
Fixed the save bug from last month's playtest with improved sorting of the save data. NetworkUsers must spawn before player characters.
Merging my mission stuff into this branch.
Nav arrow movement improvements
One file didn't get committed
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.
Better randomness on payphone gen
Shared knowledge is gone. NPCs now look at CrimeManager for crime information.
Clients handle having NetworkEntity targets in missions that are outside of their NetworkGroup. Now mission targets simply move temporarily to the global group. I may update this to have it only send to the mission runner, since if a lot of people are doing missions, each player will be getting a lot of random stuff they don't need.
Console now uses SimpleConsole
* Made sure that all PhysicsInit functions always return a boolean instead of returning nil on failure and true on success.
* Added return value to Entity.PhysicsInit and Entity.PhysicsInitSphere
* Better "success" detection for rest of PhysicsInit* functions
* Added Entity.PhysicsInitStatic( solid ), returns bool
Restored our custom TOD materials
Removed old crafting and building UIs, bound buttons to new modals
Cleaned up game state and UI handling, fixed issue allowing more than one modal UI widget to be open
Testing out not using kill desires for combat
People won't stow a weapon from a non weapon category if they need it to fight
Fixed Combat targeting not actually registering if the target was player commanded or not
module weight adjustment for Movement Management
Improved condition for only doing movement speed management when there isn't a player move command active
Native call return type tweak (int to void)
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)