199,334 Commits over 4,140 Days - 2.01cph!
made lots of collision around ramps in alleyways and also fixed broken collision on ramp 2
added more mission points
fixed non-alleyway walls to be the same distance from road
Footwear specific footsteps
unhid alleyway buildings on hex 17 and 8
Cars still set a wanted state if you bail out before hitting someone.
Got rid of casting in LayoutLerp update (still shit)
Item tool/weapon/wearable flag NRE fixes
placed 33 in correct place and hid alleyway buildings
added whats new splash image
Fixed some null checking nonsense with Unity's null overriding and referencing a monobehaviour as an interface
Added one lot of pistol ammo for the player in edit mode so reloading can be tested.
Added a short "Bought Item!" interact text when an NPC buys something, to prevent confusion with the immediate "Not Interested"
FOR FUCK SAKE ui
FOR FUCK SAKE shader
Reduced cop and pedestrian vision distance from 75m to 50m
Doing a raycast insteadof raycastall on non-interactable layer interactables so they're blocked by intervening walls etc
Big door interaction update. Let door hover show more info about the door, getting the state relative to the interactor from the server.
Reworked healer attempt #1
Biter health 8->6, reduced front and side block
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Automated Linux Build #656
Automated Linux DS Build #656
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Automated Windows Build #656
Automated Windows Build #657
Fixed spawn/spawnitem not working
Some invoke handler optimizations
Cache waterfactor, waterdepth
use Entity.WaterDepth for ai queries
animals have proper corpse contents
added deer meat
Enemy in-range indicators in movement mode, upgrade to 5.6
added exit button to map and squad editors