252,345 Commits over 3,990 Days - 2.64cph!
Fixed NRE in DSE when scoring BehaviourChain selectors
Fixed ALL interactions on buildings requiring tools and skill.
Fixed UnitDecisionMaker.FilterEntities NRE
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
Added tooltip to Blackboard Read, since it's purpose can be confusing.
Buildings with no material requirements now correctly get set to Construction state (although the AI isn't building them for some reason)
Added item value for building consideration (currently just picks highest value item)
Use animation curve rather than float.Map for distance-based zoom speed.
Dispenser changes, ditched concept of "master" item, replaced with "DestroyOnDeplete" flag
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..
AI data updated to remove most usage of "Can Find" Conditions
CanFindRequiredTool > IsCarryingRequiredTool
Removed CanFindBuildingMaterials Condition
rock vm source updates
hatchet vm aiming source
Decision log filtering options
started implementing MaterialTypes for Items and Buildings
added buildings to city hex blocks, unified and exported to unity
Corpse.Create re-parents and zeros parent Item's SmartObject trigger
added buildings to city max
Added some cooking behaviour to the human food AI Module
Added CorpseCondition
GitSync - more miniscule panel changes - DListView SetPaintBackgroun fix & DMenu.AddSpacer now uses skin for paint
Fire related goals consider all fires equal, no longer filter by specific data id
Hopefully fixed SetDestination bug
GitSync - TTT changes + DListView/DPropertySheet update
Added layer.toggle, layer.show, layer.hide and layer.culling admin console commands
Slight increase in size to the prevent building zone of Airfield, Dome, WTP
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
Fixed that only the first weapon attachment was receiving the weapon aiming state
Weapon mods can add offset to weapon stats (as well as scale them)
Fixed weapon hip aim cone parameter being ignored (always 1)
Ease on Y axis for the LookAt vector to move slightly more smoothly on the vertical axis.
Forgot this ladder prop prefab
Satellite Dissh and Sphere Tank updates
moving LOD component of older models to renderer LOD
made ready to place prefabs out of them
FOR FUCK SAKE removing old ssao solution and replacing its reference by amplify occlusion in the ShaderQualitySetting.cs
FOR FUCK SAKE factory models
FOR FUCK SAKE factory prefab
GetAverageGroundHeight based on Target rather than ParentCamera for less awkward camera control.
Renamed Internal-PrePassCollectShadows to Internal-ScreenSpaceShadows to match built-in change
Fixed revz screen-space shadows
FOR FUCK SAKE cleanup unused slope prefab
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Renamed CameraModule.ParentCamera to PlayerCamera for clarity
Building Structure - Water tower collision adjustments
LOD Distance adjustments for iconic structures
Building Structure - Water tower - COLs & Prefab update
Dungeons backup