256,530 Commits over 4,018 Days - 2.66cph!
CommandBlock and combatchain rework :/
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Fixed bad handling of game speeds
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Jenkinsfile b10
Scenes, proj ver
Build settings
Merge branch 'master' into Ian
Block now does -1 damage not +1 ;)
wip combat chain / unitview fixes
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
removed exhausted anim paramater from worn out
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
satellite stage
invuln pixel updating
satellite toggle invuln pixels
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Lots of little mix tweaks and sound polish
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Improved door interaction
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
behaviour loop branching
more laserunit attacks
New south road
Various other things
Merge nav_generate from upstream
CNavMesh::SampleStep won't return as completed until all walkable seeds have been visited
Fixed skeletal mesh material and visible sections replication
Logging to attempt to catch NRE in Wearables loading
Made game options screen accessible from the in-game options (escape) menu
Fully integrated the new payphone model
checking in broken grabber damage code for later
dagger, big sword, new ai, bug fixes, more varied loot spawn, etc.
Fixes for menu buttons stopping standalone games working