255,356 Commits over 3,990 Days - 2.67cph!
Fixed traps not setting their collider to a trigger
Cover points has a score associated with them.
Removed some spamming logs
Traps can now spawn a hint when they are set up
Added a new hint for traps
Rabbit Trap is marked as in starting pool for testing
Set up interactions for setting up a trap
Pooling work, fixing leaks and reducing object creation for CharacterState and CharacterMotorState
Remaining npc sounds & tweaks
WIP texture updates - backup
Moved CharacterClientProxySub
fixed bug allowing bypass of time based options
shortened mineral analysis duration
analysis now shows surface resources as well as deep mining resources
CharacterState pooling work. NPC movement currently broken
More building placement improvements for building on slopes
Spider looks & behaves more creepily
Scene stuff
Added partial packed map reuse
Changed packed texture internal folder structure
Added a couple more tools for data gathering
survey crater analysis baseline
survey craters can be mined for surface resources
undead
npcs dont fear others of the same alignment
Only using AnimatePhysics for humans
Fixed bad while condition in OverviewMapUI.ZoomToPOI rouitine
Fixed intro cameras missing post layer
More map transition improvements
Fixed bad profiler sample in GPV
Update bindinggen to fix broken weak handles
Fix locking weak handles, it needs to clone to a strong handle
GameInstance now fires events for player ready, game built, game finished and player ready.
Removed host reference from GI
Also added CopyToDirect, which copies a CharacterState without creating a new CharacterMotorState object like the generated CopyTo does
Fixed map markers not syncing their position to their related Entity when applicable
OverviewMap.ZoomToPOI tweaks
Another round of safe-guarding navmesh agent usage.
AiManager and DynamicNavMesh now play better together (when managed navmesh grid is disabled).
Update bindinggen, update binds to use unreal modifier and objectmap
Change how HitResult is used, gotta fix unresolved external
Update bindinggen, implicitly initialize managed classes
Update bindinggen, move some variables into native, doesn't work yet fuck knows why
Update bindinggen, make UWorld singular again
Add mutex to objectmap methods
Merge branch 'binding-objectmap'
# Conflicts:
# Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs
# UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
compile fix for tips CC: Garry
visual storage container baseline (visible items on shelves in radtowns)
fixes for colliders and missing LODGroups on some world models
Added CopyToWithRepool for Character state. The generated CopyTo doesn't handle poolable types within poolable types very well. Copying to a new instance makes a copy of the original class' MotorState (if it has one), and assigns it to the new instance's MotorState. If the new instance already had a MotorState assigned, it'll now no longer have a reference and never get re-pooled. CopyToWithRepool safely disposes and re-pools the old MotorState if it has one.
Added the OpenURL vgui stuff
Fix gui.OpenURL not opening the main menu when ran from Player.ConCommand
Sell sign only for local player