125,565 Commits over 4,171 Days - 1.25cph!
Files needed for SSS chocolate if we go that route
Scene backup.
Added batching on some mats.
New cream pile static based on existing rubble piles
Gingerbread barricades collider materials.
Grammar adjustment to chat message: "Turned central locking..."instead of "Turn central locking..."
Updated xmas entry and exit door's collider materials.
Added some extra dismount points to the zipline to try and prevent cases where the player is killed when the zipline clips the terrain
Adjusted the behaviour when a zipline reaches the end of the line to properly place the player in a valid position, seems to fix the player dying during the dismount checks when landing on a powerline platform
placement model is static, offset floortoint.
pipe wrench viewmodel - base file, anims, controller, updated vm prefab to use new files
Unsaved change from prev commit
Refactored UpdateMountFlags method, and don't set Flag_AnyMounted on BaseMountable if it's a BaseVehicle.
Merge from main -> map_optimize
Driver can now steer a modular car when engine is off. Allows for one person pushing, one steering.
Code changes: Clients can now get info on whether anyone is mounted to a vehicle. The client vehicle tick now runs when anyone is mounted, not just when on or moving.
Xmas tunnel portion added to the test map
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Increased coverpoint usage range
Equip melee gingerbreads with candy can club instead of hatchet.
Added BaseNavigator.FaceMoveTowardsTarget and implemented it in MoveTowards.
Set candy cane melee dmg scale.
Melee AI design updates.
Set AI dmg scale for hatchet.
MoveTowards state can now use new BaseNavigator.MoveTowardsSpeed.
Switched chase state for MoveTowards.
Equip hatchet.
Increase melee gingerbread move speed.
use CombatStationary instead of Combat
Update xmas dwelling spawners to use both gingerbreads
Added placeholder gingerbread melee AI config/design
Added initial Gingerbread_DungeonMelee prefab.
Added melee loadout.
Manifest.
Fixed loot wagon entity spawn bug
Fix weapon attachment active state not being respected when entering/exiting a portal
Fixed mace skinned as baseball bat displaying an incorrect price to research at the research table
Even simpler loot wagon variation chooser
Better loot wagon system, remembers the selected option on load from save
Server.respawnWithLoadout is now a bool, when set to true it will look for the client info string "client.RespawnLoadout" and assign that loadout to the player on respawn
This way different players can have different loadouts rather than everyone on the server having the same loadout
Added Server.respawnWithLoadout (When a player respawns give them this loadout - created with inventory.saveloadout)
Added Server.respawnAtDeathPosition (If a player presses the respawn button, respawn at their death location)
Both for trailer filming
Show a warning if line points are too close while using the industrial tool (the pipe mesh looks weird in those situations)
Basic loot wagon variations with random selection of one option. But I don't think this is going to work with save/load.
Removed condition and increased stack size to 5 for new industrial entities (except for electrical furnace)
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Nuclear missile silo bathroom progress
Bathroom mirror mesh and prefab