241,030 Commits over 3,867 Days - 2.60cph!
fixed an issue with several of the LOD models (for animals and weapons) having extraneous vertices ( due to the normals not being unified )
Automated Linux DS Build #348
Status effect stuff (proper functionality pending a different tools tweak)
Automated Windows Build #348
Moved projectile calculation into CombatAlgorithms
Automated Linux DS Build #347
Automated Windows Build #347
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Fixed holosight item showing a phantom file / duplicate error
Entity data object field in debug window
More desire related AI tweaks
People will drop items they don't need or want to keep
People will desire to retain items that the player told them to pick up
Removing error box from DSE drawer
Cleaned up a few prefabs
Added item names to related debug output
Fixed debug comopents foldout not really being a foldout
Player creates tribe on awake
Player creates tribe from data
Unit constructor doesnt init default stats since it's abstract
Trying to add stats to groups
Fixed ragdoll sync/update tool
decay.scale convar scales both decay delay and decay duration
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
Renamed GoalDatabaseSettings to AIDatabaseSettings, related classses
Fixed client compilation
Fixed a few prefabs
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data
WIP on Breeding Group and Behaviour Group in general.
Small tidy up of music manager
Reversing
14968 subtraction