199,447 Commits over 4,140 Days - 2.01cph!
Fixed LionEL anim metas
Rebuild LionEL prefab
Fixed charged shot for owl
boneknife vm throw anim source
Fixed all missing view prefabs
FOR FUCK SAKE factory tiles prefab, fix holes and removed useless random props
Automated Windows Build #55
Automated Linux DS Build #55
Lowered joystick deadzone amount
Added decay on run acceleration
- Missile testing
- Added missile prefab and missile blast prefab
- Added missile turret and missile hatch turret
- Added missile turrets to large rooms in Factory tileset
- Rebuillt factory tileset prefabs
Stability warmup adjustments
LOD switching done in a jankyish way.
More Goals boilerplate
ConditionSettings.Evaluate overloaded to take a DecisionContext
DSE now evaluates a list of Conditions before scoring all Considerations
cannot place pumpjacks or quarries under water anymore
Merge from building_system_2
Merge from building_system_2
Basic weapon input
Entity creation
Allow deletion of building objects.
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
Removed special move effect from character and set to auto destroy.
military tunnels greybox meshes
Sorted outer building object LODS being positioned properly.
added low poly roots to temple scene
Subtracting building_system_2
Subtracting building_system_2
- Large map view is now zoomed out further to show more of the level
- Renamed shield pickub prefab to Shield instead of Energy
- Shield pickup range now doubled to 150
fixed potential survey charge issues
survey charge does not create underwater craters
Fixed spawning cast error
Fixed VicinityEffects being zeroed when they shouldnt be
EntiySettings doesnt need to implement IComparable
InfluenceQuery tweaks to avoid using ToList and foreach (todo : should use FixedArray?)
ItemSettings doesnt need to implement IComparable (DataAsset base does it)
fixed survey charges working underwater
fixed survey charges sometimes not working
Fixed a bunch of issues with ExecuteBreedinGroup
Refactoring PlayerController a bit, reducing LINQ usage
fixed bug with the rocket lanucher not displaying the proper rocket model when swapping ammo
- 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 external walls collapsing