193,483 Commits over 4,079 Days - 1.98cph!
EntitySpawners can now specify a blocked by mask - if set this will do a short cast above the spawn position on the given mask and make sure that nothing is blocking the resource
Only changed in TestBox, this fixes fishing spots spawning underneath the ground
PersistentPerson cleanup + more
New Unlock: Storage
Requires Advanced Crafting unlock and the player to craft a Stone Axe or Rabbit Trap
Unlocks Backpack, Basket and Pot
Back Pack now requires 2 sticks and 1 grass and the crafting table to craft
Basket and Pot now require the Crafting Table to craft
Seeing if I can get rid of the necessary reference to the persistent side of a character on the client entirely. Seems promising.
New unlock: Advanced Tools
Unlocks after building a Basic/Small/Medium/Large shelter
Unlocks Torch and Hammer
Refactoring for persistent player stuff
update dynamic decals
update slash fx
More character refactoring. Still creating the outward-facing interfaces
Updating a building view will now prompt you if there are no nav mesh obstacles on the mesh with an option to add an automatically sized box or capsule nav mesh obstacle
Added missing nav mesh obstacles to the tanning rack and crafting table
Male asian meshes, materials & textures
Item stat pool values now applied only to the max value of a stat.
Making a better lot format
Meager start to melee parry.
Changing held item applies and remove item stat pool values.
Added connecting to server dialog
Items applies or removes item stat pool values when items change containers.
WalkSpeedModifier that affect walk and duck speed is now applied from held and worn items.
Crit chance and run speed modifiers are now applied from item stats.
Per second stat properties are now applied from held and worn items.
Attempt to add random range to damage values (gaussian). Defaults to 5.
Scientist population is now 0.
Expose CriticalHitChance on all BaseCombatEntities.
Now using NavMeshBakeManager, which supports multiple agent types. Agents now use 4 different types of agents.
updated sedan prefab with proper client collison meshes from minh
vehicles collide with deployables
Started setting up support for a navmesh bake manager, to replace dynamic navmesh (will support multiple agents and better editor-side control).
added armrests to seats collision mesh
optimized sedan collision mesh
separated the seat mesh from the chassis
make GMOD_SpewBufferFlush not reentrant
Old Dynamic Navmesh only support a single NavMeshAgent type, so let's stick to that limitation until we upgrade.
Replaced Apex Utiltiy AI with DRM-free version
A little bit of damage system cleanup
Allow editor inventory on startup be null.
added loot table assets, weighted item amounts
better support for baseNpc not producing a lootableCorpse
made all humanoid npcs use lootableCorpse, also spiders because fantasy
Updated collision detection type
Changed race bar init
fixed generic loot panel icons not having their container source assigned
Integrating new lot + frontage system
relocked all items other than default blueprints
item category amount on crafting window shows unlocked items instead of totals
better clientside collision for sedan