252,416 Commits over 3,990 Days - 2.64cph!
People will drop items they don't need or want to keep
People will desire to retain items that the player told them to pick up
Removing error box from DSE drawer
Cleaned up a few prefabs
Added item names to related debug output
Fixed debug comopents foldout not really being a foldout
Player creates tribe on awake
Player creates tribe from data
Unit constructor doesnt init default stats since it's abstract
Trying to add stats to groups
Fixed ragdoll sync/update tool
decay.scale convar scales both decay delay and decay duration
Building Structure - Garage doors textures/models/Prefabs
Trainyard, Powerplant and WTP scene updates
Renamed GoalDatabaseSettings to AIDatabaseSettings, related classses
Fixed client compilation
Fixed a few prefabs
AINodeGraph stores AIModuleSettings ref, not EntityId.
Numerous other exciting AIDesigner tweeaks
Refactored triggers to use a single data type, moved and renamed nearly all triggers data, updated editor etc
Effects support multiple triggers for add/remove
UnitMovementSpeedTriggerSettings clarity
StatMeasurementTriggerSettings auto-generates asset name based on stat measurement data
WIP on Breeding Group and Behaviour Group in general.
Small tidy up of music manager
Reversing
14968 subtraction
- Now auto switches to basic blaster weapon when secondary weapon runs out of ammo
- Reduced ability charges to 5
- Weapon switch and boost are now correctly unlimited
- Abilities are removed from bar when used up
Automated Linux DS Build #346
Automated Windows Build #346
Automated Linux Build #346
Merge /mcore
Ignore value of mat_requires_rt_alloc_first in first call to EndRenderTargetAllocation
Automated Linux DS Build #345
Automated Windows Build #345
Automated Linux DS Build #344
Updated localization files