241,010 Commits over 3,867 Days - 2.60cph!

8 Years Ago
Replaced shouty log with helpful warning message in SmartObject.Unsubscribe Fixed some issues with the building AI module
8 Years Ago
Removed crappy flag change fallback
8 Years Ago
Fixed a bunch of potential issues with movement related effect triggers
8 Years Ago
Actions.OnUnitFlagChanged timeout fallback
8 Years Ago
Fixed NRE in UnitManger.OnUnitSelected when player selects a non Unit Entity in the editor
8 Years Ago
BehaviourChainWrapper.Settings NRE catch in UDM
8 Years Ago
Save
8 Years Ago
SetDestination potential fix
8 Years Ago
latest and testing plastic
8 Years Ago
Unit portraits now sync all material settings
8 Years Ago
Some tweaks to contributions from considerations in building module
8 Years Ago
Removed null ability from human data
8 Years Ago
Deleted all "Pick Best" Abilities (replaced with new behaviour chain selector elements)
8 Years Ago
Fixed campfire with spit not being buildable
8 Years Ago
Campfire data
8 Years Ago
Data
8 Years Ago
Removed AssetEnum attribute usage due to bugs caused by performance tweaks
8 Years Ago
Fixed NRE in DSE when scoring BehaviourChain selectors
8 Years Ago
Fixed ALL interactions on buildings requiring tools and skill. Fixed UnitDecisionMaker.FilterEntities NRE
8 Years Ago
GoalPlanParameters.BehaviourChain wrappers now have a type to switch on (Behaviour or Selector). BehaviourChain Selectors replace "Pick Best" type Ablities. Data migration WIP. AI Designer editor performance improvements Removed Weight from DSE, moved to DecisionPlan
8 Years Ago
Added tooltip to Blackboard Read, since it's purpose can be confusing.
8 Years Ago
Buildings with no material requirements now correctly get set to Construction state (although the AI isn't building them for some reason)
8 Years Ago
Added item value for building consideration (currently just picks highest value item)
8 Years Ago
Use animation curve rather than float.Map for distance-based zoom speed.
8 Years Ago
Dispenser changes, ditched concept of "master" item, replaced with "DestroyOnDeplete" flag
8 Years Ago
fixing small bug in the controller where left arm torch holding exit was waiting for bool to be true instead of false so never exited also removed can transition to self on all left and right arm layer animations, seemed to be working fine with them but we dont want them anway..
8 Years Ago
Moved an ability
8 Years Ago
8 Years Ago
Added material data.
8 Years Ago
AI data updated to remove most usage of "Can Find" Conditions
8 Years Ago
CanFindRequiredTool > IsCarryingRequiredTool Removed CanFindBuildingMaterials Condition
8 Years Ago
rock vm source updates hatchet vm aiming source
8 Years Ago
Compile fix
8 Years Ago
Decision log filtering options
8 Years Ago
started implementing MaterialTypes for Items and Buildings
8 Years Ago
added buildings to city hex blocks, unified and exported to unity
8 Years Ago
Corpse.Create re-parents and zeros parent Item's SmartObject trigger
8 Years Ago
added buildings to city max
8 Years Ago
Added some cooking behaviour to the human food AI Module Added CorpseCondition
8 Years Ago
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint
8 Years Ago
Fire related goals consider all fires equal, no longer filter by specific data id
8 Years Ago
Hopefully fixed SetDestination bug
8 Years Ago
More VisualFX stuff
8 Years Ago
GitSync - TTT changes + DListView/DPropertySheet update
8 Years Ago
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
8 Years Ago
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
8 Years Ago
DistanceConsideration checks for senses data before making any of it's own distance calcs, also gates use of pathfinding distance calc by a min distance Improved SetDestination RunImplementation use of perception data, cleaned up a bit Fixed some issues with VisualFX and made play/stop better
8 Years Ago
Fixed that only the first weapon attachment was receiving the weapon aiming state
8 Years Ago
Weapon mods can add offset to weapon stats (as well as scale them) Fixed weapon hip aim cone parameter being ignored (always 1)
8 Years Ago
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.