200,257 Commits over 4,140 Days - 2.02cph!
Fixed depositing to campfire via player command not working
Testing : Blackboard.Write always writes entity type keys to the generic entity key, as well as type specific keys
TribeMemberActivityTrigger changes
Hopefully fixed TribeActivityTriggerSettings
CmdSetTag now stores the tag delta change value in the tag when changing values
Added floating capture point text to capture point tile topper, when capturing
Pass C++11 flag in dependants' premake scripts
Added texture loading, mipmap creation and texture compression in native code (thread safe)
Added AsyncTextureLoad (loads + compresses texture asynchronously in a thread, usage similar to WWW class)
Native call return type tweak (int to void)
Improved condition for only doing movement speed management when there isn't a player move command active
module weight adjustment for Movement Management
Fixed Combat targeting not actually registering if the target was player commanded or not
People won't stow a weapon from a non weapon category if they need it to fight
Testing out not using kill desires for combat
Restored our custom TOD materials
Removed old crafting and building UIs, bound buttons to new modals
Cleaned up game state and UI handling, fixed issue allowing more than one modal UI widget to be open
* Made sure that all PhysicsInit functions always return a boolean instead of returning nil on failure and true on success.
* Added return value to Entity.PhysicsInit and Entity.PhysicsInitSphere
* Better "success" detection for rest of PhysicsInit* functions
* Added Entity.PhysicsInitStatic( solid ), returns bool
Console now uses SimpleConsole
Clients handle having NetworkEntity targets in missions that are outside of their NetworkGroup. Now mission targets simply move temporarily to the global group. I may update this to have it only send to the mission runner, since if a lot of people are doing missions, each player will be getting a lot of random stuff they don't need.
Shared knowledge is gone. NPCs now look at CrimeManager for crime information.
Better randomness on payphone gen
Nav arrow is better on clients, since it's using IntendedPosition on characters. Handles when they're not being updated since they're out of view etc.
One file didn't get committed
Nav arrow movement improvements
Merging my mission stuff into this branch.
Fixed the save bug from last month's playtest with improved sorting of the save data. NetworkUsers must spawn before player characters.
renamed dm7 map to control 1, changed it's default squad to include grabber
Experimenting with a STRIPS Planner AI that would allow for modular ai actions, an understanding of an action's impact on the future world state and the generation of procedural action queues / plans with replanning, like in F.E.A.R.
Merged for less messy branching
* Reduce clientside physobj amount of ragdolls to the amount on the server
* \n for IMesh.BuildFromTriangles error message
Fixed NRE when finding criminals that's dead.
Added missing AnimationTagOnState to Human/TorsoOverride/Combat sub-statemachine