194,179 Commits over 4,079 Days - 1.98cph!
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Skill level def values, editor sorting
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
DataEditor now remembers which tab you had open between session/compiles etc
sabertooth latest and tortoise first checkin
improved sabetrtooth locomotion animations
Only initialize door animators if required when leaving the pool
Added very placeholder shop instruction for quick build
Rebuilt prefabs
Military tunnels final models LODs
Bits
Made a CanSee node for behaviour designer which checks for LOS between two points
Booze burners now check for LOS to player before burning/damaging
Rooms?
Factory enemy ratios tweaked again
- Set factory room P enemy spawn budget to 0 as it's already evil enough
- Rebuilt prefabs
Merge from cs
16176 damage control branch
Added invulnerability duration upgrade
Fixed overlap issues
Fixed revz god rays
Entity destruction priority fix
Can set the port number from command line
Yet another notorious merge from main.
FOR FUCK SAKE playership (adding behavior tree for the cockpit)
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tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
Fixed server duplicate key exception
Potential fix for atmospheric music cutting into event music
Some fixes to Unit Collections.
Added AI module for joining the largest collection
bed pickup disabled/NRE Fixed
protocol++
can pick up sleeping bags and re place them
phrases
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Fixed the DataEditor slow startup
lr300 item/icon
lr300 vm cleanup
fixed uncraftable items reducing costs of other items in same tier (some items are now more expensive xp wise)
Added UnitCollection Blackboard key
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Building block skin pooling is also load balanced
Building entities have higher destruction priority than other entities during deferred destruction
Slight brdf optimization for the skin case; ajusted subsurface normal max lod and compensated a few skin materials
Improved handling of skin deferred surface scattering, paving the way for free generic thick transmissive surfaces (wax, rubber)
Cleaned up shader code, paving the way for upcoming hair shader
Nuked deferred reflections shader
Added Scenes menu, to load common scenes in fewer clicks
Deferred entity destruction tweaks