196,543 Commits over 4,110 Days - 1.99cph!
Some behaviour UI groundwork
Ability description changes
Saved island01 with splat painting off, again
Exposed perception cooldown for go to actions in data
Following units should now use the last seen position and stop after a certain time if the target is no longer perceived.
Removed look and wait from end of Interaction.GoTo
Added Human Idle AI module with Ponder Goal/Plan
Successive player commands now add behaviours to the GPV.BehaviourChain rather than cancelling it (if it was player initiated)
FOR FUCK SAKE foreground shader
FOR FUCK SAKE factory prefab
Renamed all human vox sounds using new format
Unit.Navigation.SetDestination doesn't reset path
Reverted player controller forced unit navigation reset hack
Added shader "Before/Particles/Lit Alpha Blended" a lit and fogged version of "Particles/Alpha Blended"
Don't break running action chain elements in ActionChain.Break
FOR FUCK SAKE asteroid prefab with particles
A bunch of metas appaerently
Player goto commands forcibly stop the unit first
Saving island01 with splat painting off
Generic mat tweaks (for editor view)
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Fixed some selectors not writing to blackboard in building AI module
Reduced min_range calc in CombatAbilitySelector
Data changes
Made more buildings available in the starting pool
Effect and FuelToEffect tweaks
BiomeMaterialObject loop through all renderers
Fixed stat minip editor calc being shit
Senses awareness tweak
Fixed potential NRE when removing a destroyed item from Unit.Items
Fixed more issues with building AI module
Replaced shouty log with helpful warning message in SmartObject.Unsubscribe
Fixed some issues with the building AI module
Removed crappy flag change fallback
Fixed a bunch of potential issues with movement related effect triggers
Actions.OnUnitFlagChanged timeout fallback
Fixed NRE in UnitManger.OnUnitSelected when player selects a non Unit Entity in the editor
BehaviourChainWrapper.Settings NRE catch in UDM
SetDestination potential fix
latest and testing plastic
Unit portraits now sync all material settings
Some tweaks to contributions from considerations in building module
Removed null ability from human data
Deleted all "Pick Best" Abilities (replaced with new behaviour chain selector elements)
Fixed campfire with spit not being buildable
Removed AssetEnum attribute usage due to bugs caused by performance tweaks