193,263 Commits over 4,049 Days - 1.99cph!
improvements to weapon sticking.
added headshot procs
set windzone main to 0 as seems to not get init on startup
Started reworking mission panels in game, added distance
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
Updated ASE to 1.1.0 dev 004 + time fix
AI best dmg scoring stuff (wip)
Navmesh agent safeguard should be a server component. Re-enable Kill command.
Gang emblem sync fix? Need to test.
fixed issue with semi auto pistol vm deploy animation
Commented out Kill command from safeguard.
Delay for retries to put an agent on the navmesh increase in length with each try up till the cap.
Added some more rigorous sanity checks where navmesh agents are concerned.
Added a navmesh agent safeguard that will help agents onto navmeshes, or kill them if they fail.
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Party members now sneak if their leader is sneaking
Made the player collider skinnier so you can get up and punch more convincingly
Rock prep
Terrain tweaks
No green hue cast on bare overgrowth
No more pistol in fists worldmodel
Assigning root motion node to root transform on anims
Networked fists. Player's fists now live in a tiny fist container
Better follow/offset movement for party members
Basic party movement offsets
Fixed messed up jog condition filename
fixed arrow bad dmg types
Basic jogging logic for party members
Fists viewmodel in the right spot
Handle missing params that the fists don't have
Temporarily removed the new rocks for the merge.
now requeues after a match finishes
Subtracting all AI experiments
always show vitals on character screen
Fixed NRE when opening workshop from main menu without having joined a server
skin approval + icons
manifest
More, and working scaffolding
Stairs and foundation steps use more accurate shadow casting proxy meshes