241,025 Commits over 3,867 Days - 2.60cph!
Changed AtmosphericMusicSettings to use a bundle system, with one tag per asset and tags per bundle
updated tiles with curves
- Ability use counters and limits
- Fixed nothing working
Metas, deleting tween settings asset thing
Fixed rare use of stale ILuaInterface pointer in C_BaseEntity::RestoreLuaEntityTable (Engine Error: GetLuaTable != TABLE!)
Editor asset icon display funtimes
Data icon handling refactor
Fixed NRE in UnitBehaviourWidget.OnBehaviourCompleted
Removing duplicate fields in some data types
Misc data type code consistency/cleanup
Allow "empty" DSEs....
AI Designer GoalPlan Editor tweaks
Nuked all un-used Goals and GoalPlans from the db
Added basic usage counter to DataAsset, requires per-type impl, and more work to be 100% accruate (in the case of Interactions in particular)
Data validation hooks for GoalParameters + GoalPlanParameters
Removed SelfType from ConsiderationSettings
Fixing more building shit, people now grab tools again
Condition fixes, data, etc
Removed IsInFearCondition, replaced with regular flag condition
Renames, data fixes, etc
Removed pointless "self type" field from ConditionSettings. Fixed some data
Fixed human building module not working
More editor side tinkering
Fixed messy building text display.
DataEditor asset filtering fix
Removed EntityCondition, UnitCanFindEntityCondition replaced with new Entity type and EC type conditions where they were in use. Deleted a shitload of un-used condition assets
Fixed incorrect building % calculation
Fixed percentage stat modifiers not working, cleaned up Stat+Modifiable so that we no longer store two seperate lists of modifiers... (wat)
Item handling tweaks and cleanup
Fixed BehaviourChain not firing OnBehaviourCompleted event + UnitBehaviourWidget not updating properly
Removing island02 from build settings
PlayerController tweaks (don't remove sleeping flag when adding to unit's) behaviour chain
Desire tinkering
Renamed Agent+Goals partial and methods to Agent+Behaviour
Don't recalculate decision score when adding to existing player instigated goal/behaviour chain
Reset UnitBehaviourWidget on goal completion
Unsetting active combat ability when unequipping weapon
smartobject_test wall layer fix
Unit.Items.IsHolding, Combat.OnPickedUpItem tweak
PerformRangedAttack NRE catch with throwing weapons