250,551 Commits over 3,959 Days - 2.64cph!
GoalSettingsEditor GUIStyle error fix
- Added DecisionLayers and ConditionTypes enums, abstract getters in ConsiderationSettings, ConditionSettings
- Fixes cs 2646
- Fixed GoalSettingsEditor not showing child goals
- Added some background styling to GoalSettings plan and child listing
- BeforeEditorLayout.DrawContentGroup now takes an optional GUIStyle to use for the container
- FindBestInteractionPlanVariant passes smart_object as DC target
FOR FUCK SAKE asteroid tileset, recenter area C
-made a bunch of Conditions to replace boolean Considerations
- Fixed the way Room creates it's bounding box
Added Cowboy racket, Updated prefab, Started cleanup
- Fixed some Health/MaxHealth enemy issues
checkin for backup before I try and fix wrist twist bone
- The amount of damage a BaseEntity can take in one hit/shot can now be capped to a % of total health
- Capped Timmy Turrets max single damage to 5%
- Death Row now does target entity MaxHealth as damage, instead of just destroying it (same outcome most of the time, but allows it to be capped properly on bosses etc)
tweaked specular values on some water effects.
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Health meter tweak, Transitions folder set-up.
human male and female now have a blendshape on the eyes called "small" that ranges from 0 (big) to 100(small)
- PLAYER MOVEMENT CHANGES: Increased deceleration speed (3->4.5), increased turn speed (15->100).
- BaseMovement now has a max speed random range. Set some default ranges for enemies.
Rock_cliff_a generic detail texture set
Rock cliff meshes, with shared atlas textures
Automated Linux DS Build #78
Automated Windows Build #78
Automated Linux Build #78
* Bump Steam.inf version so I don't forget to do it later
* IP ban some naughty server
- Removed some debug stuff
Automated Linux DS Build #77
Fixed dx9 low quality LOD<300 blend layer shader (#305, #306, #307)
Automated Windows Build #77
Automated Linux Build #77
Added SetNW2/GetNW2 functions back for testing purposes
Moved textures
Created Cowboy prefab and controller
BehaviourChainPlanSettingsWrapper DM exclusion test
ActionChainData stores HarvestedItems list
BehaviourChainData convenience accessor in Action
HarvestResources stores item yield in ACD and BCD
ConsumeItem will check BCD then ACD for targets
Added a shit load of world prop prefabs.
DecisionPlanParametersDrawer tweaks
Fixed BeforeInspector not renaming assets properly
Clothing prefabs, eye shader/material dickery
fixed missing animation events for a bunch of weapons
Serverside player metabolism performance
Cowboy character
Forehand anim
racket files & anims
- Space game blog buildy build
- LevelBuilder fix for planet spawning with no outdoor rooms
Updated cowboy rig
Added template
Added forehand test anim
Added racket source file & anim