252,749 Commits over 3,990 Days - 2.64cph!
Reset Unit.Animation params on death, hopefully.
HumanView face overlay hookups for damage, and eye shader mood links
renamed human_male_damage to human_male_overlay
airfield work backup
hangar WIP models
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Assigned new task complete SFX
Added more stats to serverinfo
Updated Facepunch.System to latest
- Level select screen UI is now dynamic and built from scriptable objects
bonus obeys maximum limit
Edit AI modules settings directly in AI Designer without having to inspect the asset in the regular unity inspector
Fixed NRE in SQLite
Fixed SendMessage being used to call OnAttacked instead of calling directly
More memory optimizations
Added "Equip Weapon In Combat" GoalPlan to the Human/Items AI Module
Replaced some bools with an enum context setup in BeforeEditor
Behaviours can be edited in-line/nested in the AI Designer BehaviourChain view
Network allocation tweaks
Network allocation tweaks
When we equip a weapon, that weapon's first (combat) ability is automatically set as active combat ability in Combat+Callbacks.
Merged from Equip and Stow branch.
Fixed data parameter id collision between stow equipped item and jog to sneaking range (goal plans).
We now use Guid to generate a random number for the next data parameter id (and downgrade that 128bit number to 32bit for now...)
Editor code was making the panda sad.
Fixed perception range condition
BehaviourChainElement generates descriptive text
Updated descriptions for many Abilties and Interactions
Removed the Breeding module from humans
Yet another merge from main
Fight Common/Combat/Offensive/Fight Goal having a bad condition
Fixed Humam/Combat missing blackboard read
- Area definitions can now specify the order they're played in
- game now actually plays the areas in order, not just the hardcoded one
Automated Linux DS Build #381
Automated Windows Build #381
Small eye tweaks. Reintroduced slightly different spec as a test. Made the blink actually proper instead of upside down.
Automated Linux Build #381
* Moved "%s has Door model (%s) with no door_options!" to developer 1 + Tiny GitSync + Updated backgrounds
Fixed SetCombatTarget not setting Desire.PlayerCreated correctly
FOR FUCK SAKE asteroid adding collision/minimap
FOR FUCK SAKE rebuild asteroid rotoz tile
FOR FUCK SAKE asteroid room, fiuxing issue, adding ramdomness
FOR FUCK SAKE removing old tileset cleaning asset
More Desires stuff, partial revert to allow pre-created desires to be directly added