196,496 Commits over 4,110 Days - 1.99cph!
added collision meshes to hex pieces
Automated Linux DS Build #343
Added GoalPlanVariant.IsPlayerCreated
Added an example tutorial type task that triggers another task upon completion.
Automated Windows Build #343
Automated Linux Build #343
* Added reload_legacy_addons console command
Network Entity parenting bugs.
added being roasted anim to bear (which is the base animal controler) and deer
added isBeingRoasted bool to generic animal controller
Conveyor Belt crane model/LODs/COL/Prefabs
Powerplant & Trainyard update
renamed CombatInterrupt to triggerCombatInterrupt and make the human controller go to idle or idlecombat if triggered
Use queued IMaterialVar for all engine code rather than just Lua userdata - fixes matproxies with multicore rendering
Adding networkentity parenting.
Added LOD1 playable prefab
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Merged water caustics to main
Added different anims for shallow and deep surface
Added ligth based projection
Active only on Q >= 1
AbilitySettings.ExposedToPlayer moved to BaseBehaviourPlanSettings
"Intention generation mode" property added to InteractionSettings
Interaction Intention generation in GameUI radial menu setup
ActivitySubTypes moved into separate enums and related refactoring.
Throwable weapon anim changes, animator update & events
Creating a test to test out group switching errors and partial serialization.
Building structures - Silos models/LODs/COLs and prefabs
Powerplant update
Resources are allowed to spawn in cupboard radius
F1 menu dev layer toggles can be accessed by admins as well
Senses no longer stores arrays of SmartObject, but Entity
Added modes to DepositItem Action (Blackboard or Intention)
Added Carried Items to DM target source filtering
MachineCanProcessItem tweaks
MachineProcessSettings stores an Interaction ref, validated in editor
Fixed Group.SetKnownUnits not doing what it should
tidied up road system,
welded and snapped verts to minimise gaps
added sidewalk and made road correct height
added basic materials
Refactored sever init and level loading. NetworkEntities can now self init.
ItemOutput machine process now works.
Senses should take into account actual perception distances now.
Compile fix fix fix fuck off you panda fuck
Sometimes behaviour plan interface ids are not equalling to a smartobject's interaction plan when we would expect it to (their ids are equal).
Refactoring Machine a bit, fixed issues creation/init and inter-process dependencies not working. TLDR : you can cook shit now
render.PushFilterMag/render.PushFilterMin now work with queued rendering
Swapped behaviour of render.PushFilterMag/render.PushFilterMin to do the right things
Added a friendly support calculation for "negative threat", needs testing.
Don't allow player to try and subscribe to a smartobject/interaction that has no available subscription slots.