221,914 Commits over 3,653 Days - 2.53cph!
Scene2Prefab Monuments and World
Fixed harbor spawns
Fixed hilltop rocks sometimes overlapping small monuments
Sewer entrances across the game have a better daylight transition
Network++
Save++
Persistence++
Hapis tunnel work and more AI prep
opportunity generation, definitions setup, placeholder UI screen, added to pre match events
Preliminary work on Shop.
Shop stuff.
New defender role, equips a wooden club and wanders around territory (still WIP)
Disable Tick for some entities that don't need it
Basic prop_door_rotating support
Fix bsp ambient lighting loading when using leaf version 1 but there's no leaf ambient indices
Raiding animals won't sleep
New activities for raid begins and raid in 24 hours
Fixing bugs and potential bugs
Fixed items inside a container being marked as HeldBy the last unit holding the container
Fixed items getting picked up into a container being added to the units MyItems list as well as the container's list (only gets added to container now)
These two fixes should make units more likely to eat from baskets
Merging in Character reference cleanup branch
Add a way to get custom info out of addon.json, use it to store option definitions
Fixed mdl submodel loading. Add func_door_rotating and prop_door_rotating.
Fixed util.GetModelInfo crashing with empty string.
Tried to remove the Character ref from Criminal but it's just not going to work easily. Here's some more minor stuff instead.
Reopened ME tunnels (Hapis)
AI test (Hapis)
pixelgroup overlay color fix
remember last input type when starting stage
fuse transform bullet moves to enemy pos
fuse enemy base class
transformed unit moves toward player
fixed unit facing issues
fuse unit lerps color when enraged
wip opportunity definition stuff
cleaned up flare folders.
materials reflectivity adjustments
Stripped some Add to Heightmap scripts left on rock formations
Various
Caves exits ambient volumes changes
a few material reflectivity adjustments
fixes for floating grass at sat dish