252,820 Commits over 3,990 Days - 2.64cph!
Goal and GoalPlan data can override GPV slot selection (global setting, not unique to module's wrapper)
Started adding grid things.
fixed head flickering during sleeping animation
Module GPV slot tweaking/editor exposure on the regular module editor
Emote module on secondary GPV slot
AI data pass, fixed some blackboard reads
Tribe tracker portraits grabbed when tracker becomes visible
Animation component perf test (don't check whether animator has the param before setting...)
Player created desire state trickles down properly to item desires for crafting ingredients
Removed obselete Agent.SmartSubscription property
Cleaning up GPV slot events
UnitBehaviourWidget only listens to primary GPV slot events
InteractionTriggerSettings and PlayerProgression listen to a top level Agent event that is slot-agnostic
AIDebugger shows all GPV slots
Random FlockDriver cleanup
Removed a transform null check in CombatAbilitySelector which shouldnt be needed
- Addded flashing GO text/anim to gameplay UI when a room is cleared
Disabled TSSAA sample tonemapping for now; causing problems in opengl (possibly fix for RUST-1167)
Removed InfluenceMaps from the codebase
Unit tracker portraits only updated on demand
Action.WaitForUnitFlagChange just does a flag check in RunImplementation rather than using a state+event callback
Procgen Railroad segment model/LODs/COL
Procgen roads segments models/LODs/textures
- Moved area name text below the preview images
- Level select screen thumbnails are now generated from area definitions
FOR FUCK SAKE low health effect
!A wip UI level selection image
- Forced all damage to the player to be 1 damage again, to see if feels clearer when you're about to die
- Low health screen effect now correctly enables/disables
- Some cam code cleanup
Fixed by unit flag check in Senses, more hooks
Don't init SteamManager in debug mode (for local builds without steam)
Fixed bad profiler sample in Entity.GetEntityComponent
GPV slots/agent slot handling doesnt use a dictionary
Automated Linux DS Build #403
Get fucked, foreach
Profile hooks
Automated Windows Build #403
▊ ▊▉█▅▅▋ ▊▍▇▇▄▋▋▋▉█/▊▆▋▉▄▄▊▅█▌ █▋▄ ▋▄▄▉▆▄▋▄ ▍▍█▊▇▊
Automated Linux Build #403
Updated FreeImage (v3.15.3 -> v3.17.0)
added sidestep and backpedal for human walk locomotin state and cleaned up the look at code a bit
DataEditor perf opt/tweaks
Senses no longer kicks of UnitCollection management by default (option in data)
UnitCollection no longer creates a sensor
Removed NextGPV concept
UnitManager no longer holds a list of Units, instead uses the EntityManager list
Moved AI goal completion event stuff out of EntityManager into AIManager
Added GoalPlanVariantSlotType to EnumArrays
Merged from Behaviour Slot branch.
- Pickup UI for abilities is now coloured blue for utility and red for offensive
- Increased chances of crates having abilities and weapons (prob too high)
▍▅▍▍▉▊▅▊█▋▆.█▍ ▍▅▄▉ ▄▉ █▅▍▅▌▇▅▅ ▌▄▋▆▅▍ ▌█▉▊▆▍▋ ▊▍ => ▆▄▌ ▌▇ ▍▇▋▄▊ ▍▆▄▍▄/▄▊██ ▆▉▋▉▄▉▄
Automated Linux DS Build #402