198,617 Commits over 4,140 Days - 2.00cph!
Navigation.IsValidDestination only returns true if the path is complete
UI fuckeries
BaseEntity caches last view position to avoid MREs when things die
Wearable durability loss on combat hits
Warnings
Disabled eye adaptation to see if it fixes these build errors
Combat.HasValidLastReceivedHit checks that the attacker in the event data is not destroyed or null
Merge latest stuff into TOD branch, including headlights on vehicles.
Also listen to removal of parent desires
Post processing from asset store instead of github...
Updated headlights to latest TOD. Bonus bugfix in WorldTimeManager.
Desires can now have a parent Desire
Updated post pro, fucking with player settings
NRE fix in Interrupt Attack.
Combat debug shows current Combat Ability.
Weather FX tweaks
Firewood attachment point fix (hands only)
Added Combat Component Debug
FOR FUCK SAKE tile shader fix
FOR FUCK SAKE tile textures
Time is synced over network. Need to keep an eye on this.
reduced tri count on beep_truck_cosmetic_items_3
Rcon.Web is enabled by default (launch with +rcon.web 0 to disable)
Websocket rcon should bind to single ip properly if supplied by rcon.Ip
reduced polycount on beep_truck_cosmetic_items_2
Ladder movement is verified on the server
vm source update, added file
Disabled navmesh area modifiers on cliff prefab rock objects
added beep cosmetic variants 2-6
overhang bridge piece for jumping puzzle
Made area hunting into more of an attack move type command.
Positions and PositionSets can now be written directly to Blackboard.
Decision log shows role score for goal plans
Added Roles.ChangeRoleWeight for cleaner usage
Added Gatherer Role, used by various gathering related goal plans
GoalPlans can now define Role params
UnitSettings.RolesParameters no longer has to define a list of valid roles for that Unit type, instead we use them all via RoleDefinition.Definitions
AssetMenu/AssetList doesnt nest stuff if there's only a single reasonably sized group of uncategorized items (e.g. definitions)
Copied Pal's code-callable-AI-think instead of letting Apex tick the AI
Tweak to Wander Alone chance (from 50% to 25%)
Time events are now repeatable and get rescheduled.