250,773 Commits over 3,959 Days - 2.64cph!
- Changed Space Bar prompt text to Space Bar instead of just Space so thickos don't get confused by being in space and pressing a space bar
- Control select screen rewording
- Controls help panel in Town now reflects the current control scheme
- Shop can be exited with M/K
- Mouse cursor is now set as soon as M/K input is chosen at splash screen
- Options screen now works with mouse and has correct prompts based on input type
- Escape can now close the options menu (instead of just opening) in either control config
Bear meat cooks to bear meat (not wolf meat)
- Removed more debug forcing before meging back
- Uncommented some code from testing
Updated runs in controller
Asset save
Added Wander Ability
Aded Goal : Idle under Goal : Self - Social
Packed smooth/blurred slope information (steepness) into coarse Terrain_Height; tweaked/fixed ocean foam (#404)
Added single channel options to custom\blur shader
Lots of data changes
Added MachineCanProcessItem Condition
Re-wrote how target filtering works in UnitDecisionMaker (cc ptrefall please take a look)
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Cowboy - south west & west run anims +.meta
Cowboy - south west & west run anim source
Changed some stuff around, fixed some stuff. Need to put it all back together in a cool way.
rebaked lightmap, tweaked main light, added glow and particle effect to icons
Fixed rogue beep sound in the menu options
Removed in-game store (opens link to Steam Item Store)
- Added a crosshair curstor to M/K mode
- Disabled light cookie for aiming laser in M/K
- Disabled aiming laser in M/K
- More M/K tweaks
Fix for roadside decor sometimes spawning too close to each other
Don't remove global entities (trees, etc) from the send queue when clearing
Made DebugBestGoalPlanVariant not derp out as easily when target are not a unit.
EntityCondition/BuildingFilterSet improvement
EntityConditionSettings.DecisionLayer == Any
Added StoreTarget Action
Removed Xmas event from default event schedule
Reorganized event schedule (now prefab based)
Rain forces more fog and clouds
Rain tends to be more intense when it happens
Atmosphere fog reduces view distance more intensely
Added a big more Decision Debug Log output for agents, that we can clearly read where we find Best Goal, Best Goal Plan and Best Goal Plan Variant.
Steamworks - new branch layout
Don't spawn grass on the cliffside topology
Fix for occasional floaty decor objects
rebaked lightmaps, added read ruins and stones
Fixed speedtree facing leaf inverted lighting
Optimized the check for whether we've traversed the entire decision space, so that we don't check unless our traversal memory is at least as big as the decision space.
GoalSettingsEditor will force DecisionPlan.ScoreForDecisionMaking to false if the Goal has no plans or children in data
We weren't rejecting on comparison with traversal memory quite the right way. Fixed now.
Fixed DecisionLog resetting when editor is paused
- Aiming laser now ends at cursor position and passes through everything when in M/K input mode
- Input controllers now set the global control type in their init
Removing legacy water shaders, see if that works
Changed rust/terrain blend shader to preserve albedo detail in all quality levels; tweaked lower levels