11,556 Commits over 3,591 Days - 0.13cph!
Applied shelved previous work.
Merged to date from main and merge fixes.
Initial fixes/wip.
merge from ai_aboveground
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Hooked up prefab to animator and added code calls to EntityFlag_Toggle events
cherry pick
81315, animation code
override outdoor AI stats
first pass outdoor/buildings cover data
Code to toggle anim. Not hooked up yet as art/prefab needs some tweaks.
merge from ai_aboveground
Update scene with navmesh obstacle prefab.
s2p.
fix a gap in the fence obstacles
Added fence navmesh obstacle prefab
Re-enable spawners on my branch
Disable above ground spawners for now.
Enable force collect terrain for navmesh.
Scene.
s2p.
merge from ai_aboveground
Initial above ground setup
Expanded AI_MiddleMiddle AIZ to include new corridor area.
Added move & cover point data.
Updated AI prefab.
Updated AI prefab to point spawners to new NVG variant scientists
Added ScientistNPC_Roam_NVG_Variant variant prefab.
Added an additional NVG loadout with LR300 to match other scientist possible loadouts.
Added UsesAsOffset bool to LerpBetweenPointsBool to force offsetPosLocal to actualy work as an offset (defaults to false to preserve old behaviour)
Set new NMS specific door prefab instances to not be security doors so they don't break the navmesh. (not needed as security doors).
s2p.
Enabled read/write on new radio tower & worklight meshes to fix navmesh gen error spam.
Added Scientist.NVGM loadout.
Set spawners to equip it.
merge from main/scientist_nvgm
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Icon fixes, text fixes, added double horse icon for purchase.
Phrases.
Weapon racks can now opt to use colliders instead of grid pos to determine hovered weapon.
Freestanding vertical rack now uses this method for more accuracy.
client/server compile fix
Make a couple of functions not static so that their RPCs get generated correctly
fixes, optimisations, refactoring, manifest.
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apply shelved corpse fix code
merge from doubble saddle