198,617 Commits over 4,140 Days - 2.00cph!
Removed Agents panel from DebugTools window
DebugTools window now shows generic Entity Info panel, not just Unit, plus a bunch of tweaks and cleanup
Removed "Open Visualiser" button from DataEditorTab, cleaned up some title display design
Mountain topology textures
Terrain basemap includes terrain painting layer
Available mission points dictate whether mission can start
Fixed : AIDebugger shows all entities
Fixed UnitSettings.Create not positioning view prior to init
Automated Linux DS Build #319
Automated Windows Build #319
Automated Linux Build #319
Don't load archived ConVars clientside when they are replicated (causes de-sync on servers with ConVars set to their default value)
Finished water logz
Fixed scattering logz
Fixed shore wetness not showing on terrain base lod=hq
Fixed projectile entity incorrectly being set to the weapon rather than the ammo in Combat.
Started work on ranged combat and fixed item drop event not actually being triggered.
Added dodging and parrying.
Restructured combat so missing is calculated on the defender's side.
Melee attacks that hit when the opponent is out of range should now miss.
tweaking normals and maps, constructing truck in marmoset
Player preview anim source files
UnitCollection now stores a list of StatModifiers
WIP restrictions for StatMinipulationParameters in StatMinipulatorParametersDrawer via new attribute
UnitCollection stat boosts
Tweaked unit collection radius calc + human radius multiplier
FOR FUCK SAKE factory tile set wip
added some comments to UnitCollection code in Senses
Integrated squiggle for graph-based debug visualization of conditions and considerations for a quick turn-around test on how useful this information is to debugging.
baked out all assets and addet to marmoset toolbag. some assets need a rebake, but system is set up now
Decision log entity listing fix
Stats udate (added stats for Warthog to the spreadsheet)
Added SelectBestFindDesire Selector, tweaked Crafting AI module
Fixed DecisionContext not nullifying GoalPlan on reset
Tweaked animator and combat base distance to make attacking happen more immediately.
More fixing of combat damage calculations and tidying up.
Combat damage calculation is actually correct now.
Removed target death listener from AttackUnit
Handle combat ability fallback internally
Assign Combat.ActiveCombatAbility internally