221,906 Commits over 3,653 Days - 2.53cph!
TribeStatMeasurementTrigger uses stat measurements extension methods and Groups built in stats rather than manually averaging values
Added GroupStatConsideration
Switched deserialize to come first. Making it work. Actually going OK.
Automated Windows Build #702
Send chromium mouse move events until left-mouse-button is released
Big mess currently, but working on getting everything to init in a sane, working order, or at least warn me if it isn't.
Automated Windows Build #701
Chromium popups (dropdown boxes) get rendered on to the main view's texture
Data save, player prefab tweaks
Fixed ActivityManager.SubscribeTo being shit
Player progression / AI unlocks must specify desire type
Fixed BaseDesire.Fulfill NRE
Added Hint to BlackboardData
Removed internal callbacks in BaseDesire
Fixed SetNewHuntingTarget goal plan creating infinite hunt desires
Fixed player controller not actually creating instance of AbilityPlan for the default neutral target ability
Default RMB command for neutral targets is to create both hunt and kill desires
Desires event cleanup
Hunt Desire can now specify a UnitSettings.
Added InternalReset to Desires.
AI unlocks via goal plan completion and activity (Desire fulfillment) listeners
AI unlocks definition editor
Added hunting area hint
CreateHuntDesire action has two modes (blackboard, target position)
New map WIP
Updated def ready for parts
Added Tribe Amount of Food Consideration.
DesireSelector cleanup
group cleanup of unused stuff
Item pickup sets group ownership of item
Crafted items have Group & Controller assigned to that of the unit doing the crafting
Automated Windows Build #700
Automated Linux DS Build #700
Automated Linux Build #700
Fixed crash when CStudioRender::DrawDecalMaterial gets an empty list of decals
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Commenting out DataAssetValidator which I suspect is causing reimporting of various assets
Fixed ResourceViewUtility not picking up state objects that are inactive in the source asset/prefab
Fixed NRE in KeywordsUtility.BuildDescription effect overload
Testing tree felling fuckery
Automated Windows Build #699
Automated Linux Build #699
Automated Linux DS Build #698
Automated Linux Build #698
Automated Windows Build #698
Ignore lower LODs that increase the amount of verts in a mesh - fixes crash on certain models when not on max model detail
helmet slit overlay when wearing heavy plate armor
heavy plate armor jacket prevents ADS
any one piece of heavy plate armor reduces movement speed to the same level
protocol++
Fixed leak in light clone shadow causing flickering
When checking other players in the grounded test, ignore players that aren't standing on solid ground or recently triggered anti hack
Removed light clone mask startup log