251,105 Commits over 3,959 Days - 2.64cph!
- Enemies in an enemy pack now have a spawn chance weighting
- Increased ratio of spikey enemies to others
- Health tweaks for enemies
- Glueblast collider radius tweak
- Changed some spawn budgets down by 10
Automated Linux DS Build #178
Automated Windows Build #178
Automated Linux Build #178
Stop g_blurx/g_blury shaders from increasing output brightness
ENT:SelectWeightedSequence & Weapon:SendWeaponAnim no longer crash when given invalid acts
Calling gui.HideGameUI at the wrong time no longer stops the HUD from rendering
Can now disable HUD characters on idle
Added Validate method to IDataAsset/DataAsset, made DrawErrors a base method in BeforeInspector
Added some debug line drawing for selected Unit fleeing behaviour
-first attempted implementation of flocks
-currently prefab based, can easily be made data driven
-basic culling using Culling Groups, seems to be working fine
-flocks spawn automatically in biome.temperate, they have their own spawnpopulation.
-commented and renamed vars around flocking plugin to make it clearer, changed the way it worked a bit to go with culling.
-yamfm
- Removed town
- Mission generation screen is now instant
Senses update existing data on perception tick
Another tweak to DM logging string output
Fixed issue with BehaviourChain completion not resulting in a GVP reset
Added Stat editing back into the debug view (only attributes right now)
Gating OnUnitReachedDestination invocation in Unit+Movement
- Reduced spawn location density around room entrances in Factory tileset
Merge from physics_updates
Give breeding group goals a bonus of 100 for testing purposes.
Stop listening for position reached once we've gotten there.
Need to flag when Breeding Grounds are "set" and when they're "reached".
Decision log score decimal clamping to 4 points
All Unit prefabs updated with increased stopping distance for testing
Fixed BreedInviation DSE
FOR FUCK SAKE weapon FX
!A weapon prefab scene (forgot from previous commit)
Replaced IsRelated, SameSpecies, SameGender, SameAge conditions with single UnitComparison condition with a swtich in settings
IsSameGender condition fix
- Enemy shield ability max duration timer from 3 to 2 seconds
- Another shockbeam fix
- Increased speed of spikey things
- Turret spawn chance increased to 30% from 20%
- Couple of shockbeam optimisations
- Rebuilt factory tileset
- glue moves faster
- turret plasma blasts are larger and decelerate
Automated Linux DS Build #177
Automated Windows Build #177
Automated Linux Build #177
* Fixed a multiplayer crash issue with combine auto cannon on ep2_outland_09
* Limited engine.LightStyle to values that do not crash the game ( 0-63 )
Fixed NRE in Item init (which was causing male humans to init improperly)
Merge from goal based breeding group
- Lowered health values
- Doubled spawn budgets
- Made glue projectiles faster
- Patchers now shoot faster and with an increased angle offset range
FOR FUCK SAKE adding muzzleflare to weapon_starter
BreedingGroup will now stear its members to a breeding ground position, and once both have arrived there, they make babies! (untested due to some weird IsAdult == false condition failure... so committing to branch)
Fixed food types on items, condition fixes
Updated deuce - extra playable character
Enabled Mavis from frontend
Replaced config
Added EnumArrays static utility class for better enum value caching
Buffer decision log elements to avoid repaint errors