200,001 Commits over 4,140 Days - 2.01cph!
Removed duplicate UnitCollection.Group property, removed old SimTick, restored StatModifier value update and moved radius update to method (called in Add and Remove)
Added UnitCollection Blackboard key
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)
Fixed the DataEditor slow startup
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can pick up sleeping bags and re place them
phrases
bed pickup disabled/NRE Fixed
protocol++
Some fixes to Unit Collections.
Added AI module for joining the largest collection
Potential fix for atmospheric music cutting into event music
Fixed server duplicate key exception
tweaked the skinning on the viewmodel arms so they look more natural when the wrist twists
tweaked the lr300 reload animations
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FOR FUCK SAKE playership (adding behavior tree for the cockpit)
Yet another notorious merge from main.
Can set the port number from command line
Entity destruction priority fix
Fixed overlap issues
Fixed revz god rays
Added invulnerability duration upgrade
Merge from cs
16176 damage control branch
- Set factory room P enemy spawn budget to 0 as it's already evil enough
- Rebuilt prefabs
Factory enemy ratios tweaked again
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?
Military tunnels final models LODs
Bits
Added very placeholder shop instruction for quick build
Rebuilt prefabs
Only initialize door animators if required when leaving the pool
improved sabetrtooth locomotion animations
sabertooth latest and tortoise first checkin
human male asset (nothing hooked up)
DataEditor now remembers which tab you had open between session/compiles etc
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
Skill level def values, editor sorting
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Removed duplicate global trigger eval flag
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)