195,819 Commits over 4,110 Days - 1.99cph!
Can now clear the output of an event in the AI designer.
NRE fix for animal AttackState.GetAimDirection
AI designer now uses a 2 column popup for selections, so that everything is visible.
South into mountains transition area WIP
Military hangar set greybox models/prefabs
Desert military base scenes backup
countryside checkpoint models/prefab and material variants
Correct prefab, underwater dweller.
Increase tunnel dweller listen range so they react to nearby rooms
Added BaseAIBrain.OnStateChanged().
ScientistBrain now sets correct relaxed flags based on state.
Desert military base scenes, road layout and perimeter walls placement
Added decay to deployed cassette recorder
Added world model overrides to ItemDefinition based on stack size, so we can use different world models for different stack sizes
Should be arranged in descending order, so smallest stack size -> largest
Don't process depth of field if a conversation is happening via phone
Initial support for triggering NPC conversations via phone
Required PhoneController refactors
Added OnFlagsChanged, ServerInit, PostServerLoad, DoServerDestroy, Save and Load callbacks to EntityComponentBase (this removes a lot of duplicate boilerplate on MobilePhone and Telephone scripts)
Fixed WorkCarts decaying in the maintenance tunnel. Side path is now marked as part of the train station.
Dirt mounds set models/prefabs/textures
Oak trees / art source backup
added bespoke raw and cooked fish models and added to prefabs
Added chocolate bar world model
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Added a small barbecue to the camper module
Can no longer move camper module if it's storage has any contents
Refactored sleeping bag interaction to control interaction via module instead of sleeping bags
Player can now always access sleeping bag from seat while looking down, disabled collider on sleeping bag
Added two more seats/sleeping bags, still has some clipping issues
Fixed local space foot IK locations on vehicle seats not being affected by seat rotation
Disable respawn screen TMP hack (doesn't seem to be needed anymore?)
Merge Main->SubmarineSeptember
Added 6 varying sized spawnable rock world prefabs - no longer need to spam hobo barrels
manifest
Compound & river area WIP
Military tents set greybox models and prefabs
Fixed Two Sided Ornate Hanging Sign inconsistent crafting time
Fixed T stacking small signs
Added a locker component to the camper
Refactored respawn point UI population methods to work better when receiving updates while the respawn screen is already open
Handle loading old saves where the rising torpedo existed:
- Handle saved subs having two valid container items instead of one.
- Handle players having a blueprint for an item that no longer exists. Seems we handled removed items but not blueprints for removed items.