250,363 Commits over 3,959 Days - 2.63cph!
military tunnels - backup
missing metas
- Added useDynamicShadowDistance toggle to PlayerCameraEffects CC: petur
- Fixed issues with Goals breaking DM
Goal support in debug window decision listing
Only setup Goal decisions in UnitDecisionMaker
First pass at Goals DM integration
Subtracting building_system_2.1
Subtracting building_system_2.1
- Goal data assets
- Biome spawn related fixes
- EvaluationContext supports SelfGroup and TargetGroup
- WeightedRandom tweaks
FOR FUCK SAKE factory prefab to fix weird bug
Merge from building_system_2.1
Merge from building_system_2.1
Removed debug logging of group stat values
Fixed external walls collapsing
- NestedEditorDrawer improvement
- Added GroupNeed, GroupAttribute Stat types
- Group+Stats updates BaseValue of it's GroupNeeds (GroupNeed.Food represents average value of all member's Food Needs)
fixed bug with the rocket lanucher not displaying the proper rocket model when swapping ammo
Fixed a bunch of issues with ExecuteBreedinGroup
Refactoring PlayerController a bit, reducing LINQ usage
fixed survey charges working underwater
fixed survey charges sometimes not working
ItemSettings doesnt need to implement IComparable (DataAsset base does it)
InfluenceQuery tweaks to avoid using ToList and foreach (todo : should use FixedArray?)
EntiySettings doesnt need to implement IComparable
Fixed VicinityEffects being zeroed when they shouldnt be
Fixed spawning cast error
fixed potential survey charge issues
survey charge does not create underwater craters
- Renamed shield pickub prefab to Shield instead of Energy
- Shield pickup range now doubled to 150
- Large map view is now zoomed out further to show more of the level
Subtracting building_system_2
Subtracting building_system_2
added low poly roots to temple scene
Sorted outer building object LODS being positioned properly.
military tunnels greybox meshes
Removed special move effect from character and set to auto destroy.
Condition refactoring, now works the same as Consideration except only boolean
WIP conversion of all boolean Considerations to Conditons
ConsiderationContext, ConsiderationSelfTypes, ConsiderationTargetTypes renamed to EvaluationContext and so on
Moved GetAgent and GetUnit from Consideration to DecisionContext, takes EvaluationContext
Allow deletion of building objects.
Basic weapon input
Entity creation