17,530 Commits over 1,614 Days - 0.45cph!
Fixed AIDebugger.GetPreviousBestModule causing crash when activeSimTick is 0
Entity log window title content fix
Corpses should now drop embedded projectiles when they are skinned
Added a go to previous module change button in the ai debugger
Stat types enum generator
Various human module scoring tweaks
Removed bad BuildingDesire.Save override
AI designer bits
AI designer tab persistence, polish and bug fixes
rebaked island2
rebaked lost & found
Caves - Updating cave 01 outside cliff mesh, updated lost and found and island01 to fit terrain
Better automatic nav mesh obstacle sizing for resource views
Added collapsed cliffs to levels
cliff_collapsed_01 files & prefab
EntityViewUtility NRE fix
Fixed Island_01 and NoSpawns having out of date/missing navmeshes
Deleted an orphaned(?) navmesh on island_01
Fixed an NRE in GroupPersonalities when a non-human in a group dies
Fixed TakeAllItems mode in TakeFromDispenser actions breaking after dispensing the first item
TraitsConfig renamed to PersonalityConfig.
Entities can now be excluded from opinions in config.
Refactored desire save/load to be more good, less bad.
fixed retarded code resulting in Twats hating everything.
Trigger event wrapper cleanup
let's not have snow in the tutorial
island-01 central mountain rework
crafting now happens immediately
put crafting module back in
apparently I maybe made changes to building AI
Blocked steam initialisation in editor
Fixed some issues stopping views from being updated
Fixed some cases where navigation obstacles were being placed on views at incorrect angles and blocking interaction points
Updated Facepunch stuff
Fixed lingering event listener in InfluenceAndTerritory
InteractionPosition.CheckIfBlocked optionally ignores a unit view
Fix for reservations not being reservations
InteractionPosition.OnTriggerExit only checks if blocked if the collider was tagged "Unit"
fix for interaction positions being blocked by the person occupying them when re-using the same position
improvements to preventing people from taking the same interaction position.
wandering idle behaviours use correct animation
player commanded action tidy up
Added PlayerCommanded bool to GPVs.
Used for keep desires.