199,603 Commits over 4,140 Days - 2.01cph!
AgentParameters.OnValidate ensures modules are held by the correct DM
DSE ignores empty consideration groups
added a bunch of first pass utility buildings to see if they are useful
Moved DSE empty consideration group warning to editor validate
Asset save
Ai tweaks, better dynamic cover.
Animation callbacks for carried flag to switch animator update mode
Item equip replace in slot tweaks (moved code to Items component methods)
Dynamic DOF fixes
Added nav_grid convar + ai tweaks.
Fixed a couple of packing bugs
refactoring out GameInfo, part 1
chimney and car wheels added
Interaction Desire creation WIP
Fixed bad switch in BehaviourChain.SetActive
part 3, GameInfo is no more.
Unit now stores a reference to the gameinstance, removed all the parameters from it's check can move/attack etc functions.
SmartObject.TrySubscribe breaks first subscription matching the same InteractionPlan, when forcing subscription
Interaction Desire AI WIP
AI Modules can be flagged as default and will be automatically added to Agents that do not currently have them installed via OnValidate
Fixed UnitBehaviourWidget NRE
Removed magenta debug print of active and dormant agents.
Added GoalPlanSettingsEditor.ChainContainsBlackboardWrite
More interaction desires WIP
switched a line to the new chain write list
AIModuleSettings.OnValidate handles default modules being added to Unit Agent components that do not currently have it
Add default modules with their default weight
Interaction Desires AI done (maybe)
merge interaction desire creation and AI handling to main
Fixed adding empty packed map refs
Fixed index out of range exception vulnerability when nav_grid is true.
Updated what's new screen. Added a UI hack.
Added configurable packed texture save options
uniform texture updates WIP
Fixed packed shader simple quality addpass keywords
Now cleaning material keywords to absolutely necessary after packing
Re-packed construction atlas
More rabbit trap work - destroy hint when trap is not set, disarm trap when picked up while trap is set up, don't let units set up a trap multiple times
Merged packed and unpacked shader code for minimal redundancy