196,981 Commits over 4,110 Days - 2.00cph!
Storing the jump distance and time
Added texture find read write enabled tool
No material filtering on tex usage report
Removed UseTarget from ItemActionDesire
Item action pick up mode keep desire cleanup (no more use target, in prep for sebovs desire changes)
Command generation/collation WIP
Building addons via interaction
Added machine process desire creation and keep desire check for said desires
Viewmodel texture updates
Chromium can register/handle binds in sub-frames
Eliminated GC allocs from FileStorage / Signage / UIPaintableImage / MapEntity by smarter caching (TODO: make async)
MachineProcessActionDesire added (not in use yet)
goat mesh/skinning improvement
Items can now filter their sub items.
Updated truck effects
Fixed camera layers
improved helicopter searchlight
perhaps improved interpolator jitteriness
Fix off-by-one error with GMA FileHandle seeking
servergibs have proper mass
oilfireballs sort particles properly (oldest first)
changed Go To to distance instead of radius
Disabled mesh particle shadows on a few fx to avoid shadow bug (try again after 5.6)
fixed bradley lights on during the day
fixed bradley lights on on gibs
fixed missing ref for coax muzzle
gas_station polish & bug fixing
Update to VM rig source files
reverted goat stats changes accidentally checked in
Deleted PostAttackCombatAction and moved it to the end of the attack command.
Moves and attacks now return their calculated CP cost to the calling function.
Added Free Move / Free Attack floating combat text
moved animal combat to a new layer so root motion can override movement
made goat work with root motion attack
Fixed bad target filter setup in GoalPlan.DropUndesiredItemAtCamp causing blackboard read spam
Fixed WaitForSecondsRealtime being broken
Added additional profiling to UpdateInventoryFromSchema
Condition / consideration settings editor fixes
Tweaked sit by fire warmth need curve in warmth goal plan to try and stop people sitting at fires when they don't need to (left the sit by fire plan in Idle module, since we want that as a fallback)
Added a FireFuelCapacityConsideration to try and prevent people filling up fires too aggressively, should score lower the more "full" the fire is (first pass, could probably use some tweaking)
Added a toggle to log any flag changes on the debug tool
toilet furniture LODs/COLs/Prefabs & textures
gas station level update
Merge vis changes into Bill's branch too
Merge character visibility improvements and fixes