225,862 Commits over 3,714 Days - 2.53cph!
Fix initial hud variable not sending when its hashcode is 0
Added better bounds checking to CBaseAnimating::GetSequenceActivity (Entity:GetSequenceActivity)
More low level AI cleanup and execution state refactoring
Release game keys when the HUD is receiving the input
Added Entity.GetSequenceMovement( int, float, float ) = bool, vec, ang
squad load balance tweaks
Improvements and performance in Squad Manager.
Take Squad Manager off invoke and load balance it.
More on auto-balancing load balancers
Fixed some (legacy?) skins not being applied
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
trying to fix text mesh pro text constantly updating
Moving while channelling a spell cancels the spell
Hooked up spell cooldown UI
All status effects are removed when killed
Units can now run
Staff will run to high prio jobs like fires and repairs
Added invert mouse wheel and toggle auto search to settings
Needs now start at 50% and decay over time
So passengers are now 50% happy when entering the ship
Positive needs no longer lock when full
Complaints now degrade slowly, but will lock if they hit their peak
UI for showing % of cash spent
Basic Enemy
BehaviourTree
Controller
Interface
Spawn Manager
Track financial history per prop + new prop inspector
Prop Info tooltip changes
Can now rotate camera by holding Left alt
Passenger fare is now awrded when embarking on a trip
Also lowered fares by about 90%
Fixed Effect not starting it's ActionChain properly
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
WIP income rework
More prop income stuff
Merge branch 'master' of SkyCruise
dropping unneeded stuff to work DM and low priority
Cleaning up Action/ActionChain and BehaviourChain state
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
added a temp default squad for car1 map to allow for ctrl-t builds again
Catch and log exception when hotswapping delegate
Sleeping player lootpanel
attempt to stop sticks clipping in the ground while walking
Started getting rid of some allocations
Some more minor allocation avoidance
Merge branch 'master' of github.com:Facepunch/SpaceUsurperUnity
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged