199,489 Commits over 4,140 Days - 2.01cph!
Forget next plan if we set a new current plan. Let the past be the past...
Updated mavis controller to have multi height smash
Made Unit+Family.CreatePregnancy less sexist
Delete some old / unused and placeholder assets
- blocked empty feedback reports
Buffer decision log elements to avoid repaint errors
Added EnumArrays static utility class for better enum value caching
Enabled Mavis from frontend
Replaced config
Updated deuce - extra playable character
Fixed food types on items, condition fixes
BreedingGroup will now stear its members to a breeding ground position, and once both have arrived there, they make babies! (untested due to some weird IsAdult == false condition failure... so committing to branch)
FOR FUCK SAKE adding muzzleflare to weapon_starter
- Lowered health values
- Doubled spawn budgets
- Made glue projectiles faster
- Patchers now shoot faster and with an increased angle offset range
Merge from goal based breeding group
Fixed NRE in Item init (which was causing male humans to init improperly)
* Fixed a multiplayer crash issue with combine auto cannon on ep2_outland_09
* Limited engine.LightStyle to values that do not crash the game ( 0-63 )
Automated Linux Build #177
Automated Windows Build #177
Automated Linux DS Build #177
- glue moves faster
- turret plasma blasts are larger and decelerate
- Increased speed of spikey things
- Turret spawn chance increased to 30% from 20%
- Couple of shockbeam optimisations
- Rebuilt factory tileset
- Enemy shield ability max duration timer from 3 to 2 seconds
- Another shockbeam fix
IsSameGender condition fix
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
FOR FUCK SAKE weapon FX
!A weapon prefab scene (forgot from previous commit)
Decision log score decimal clamping to 4 points
All Unit prefabs updated with increased stopping distance for testing
Fixed BreedInviation DSE
Need to flag when Breeding Grounds are "set" and when they're "reached".
Give breeding group goals a bonus of 100 for testing purposes.
Stop listening for position reached once we've gotten there.
Merge from physics_updates
- Reduced spawn location density around room entrances in Factory tileset
Senses update existing data on perception tick
Another tweak to DM logging string output
Fixed issue with BehaviourChain completion not resulting in a GVP reset
Added Stat editing back into the debug view (only attributes right now)
Gating OnUnitReachedDestination invocation in Unit+Movement
- Removed town
- Mission generation screen is now instant
-first attempted implementation of flocks
-currently prefab based, can easily be made data driven
-basic culling using Culling Groups, seems to be working fine
-flocks spawn automatically in biome.temperate, they have their own spawnpopulation.
-commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling.
-yamfm
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector
Added some debug line drawing for selected Unit fleeing behaviour
Can now disable HUD characters on idle
Stop g_blurx/g_blury shaders from increasing output brightness
ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts
Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering