241,025 Commits over 3,867 Days - 2.60cph!
Set spear throwing anim to correct one (hopefully)
Some clickorder files (nothing assigned yet, hold thy horses)
Only invoke BehaviourChain.OnElementAdded when parameter is passed
More dicking around with combat
PlayerController copies blackboard into GPV.BC.Blackboard when queueing behaviours
PlayerController move command FX
BehaviourPlanSettings player command FX support
More projectile / combat event tweaks
I think I missed this file from last checkin
More combat projectile tweaks
Hopefully fixed some projectile issues in Combat
Fixed stupid double destroy
Moved tribe item discovery to Player init
Detach projectiles in InterruptAttack
improve deer ragdoll (still not great)
fixed arrow rotation
Fixed fleeing destination calculations being performed on destination rather than direction
Units play deselect instead of shrug sound on commands
GroupedCondition renamed to OrCondition, does what you might expect.
More Human Food AI Module tweaks
Split common combat AI module Fight goals into Fight and Defend, should improve Unit behaviour when they miss and initial shot from player command
Human Food AI module corpse cooking fix, potentially
Added networking items to city scene
Updated Candelight handles
Added some tweeing third party
Removed UITween because it was wank
Buildings init components mapped to state
Added archery skill to Human
Moved code gen and camera util scripts to Scripts/Editor/Utility
Added UITween third party
Dome ladder fix
Moved small refineries to renderer lod and fixed a few broken placements
apparently this changed, may be important I have no idea
Fixed various aspects of tasks and their triggers not working correctly.
Fix for stat measurement trigger using incorrect normalized/max values
UI tweaks/cleanup
Player tutorial task tinkering
FOR FUCK SAKE fix foreground shader render