4,348 Commits over 1,919 Days - 0.09cph!
Size, collision, sockets, deploy updates
Update placement collider and cell counts to match new art
Fixed light passthrough labels
Stand drop position tweak
Updated drop positions for weapon racks
Test changes to pivots. Reuse a single pivot instead of creating multiple.
WeaponRackGhost cleanup, including converting to static class.
Added some additional NRE checks server-side.
Clear, don't new array.
Moved an array to client only.
Changed a hashset to a list.
Refactor gridcell slot lookup referencing.
some more cleanup and a potential NRE fix
Removed duplicate gibbable script from standing weapon rack
merge from hold_to_reload
Cleaned up implementation and handled a few extra scenarios.
Weapon rack reload menu option has to be held for the amount of time it would take to manually reload the selected weapon.
Added (hidden) item defs for weapon rack lights.
quick test of radial menu action hold timers
Re-added a line removed in
85786 - it's needed.
Set a sensible tutorial bear tether range.
Remove blocked navigation topologies from tutorial bear.
Tutorial bear ignores other animals.
Animals can now be range-tethered to their spawn point for roaming.
Set regular animal prefabs up to continue their previous behaviour.
Set a tether on tutorial bear.
Added tutorial bear prefab.
PathFinder.GetBestRoamPosition can now take an anchor position instead of using current position.
Updated calls to use their current position as anchor.
Animal navmesh prefab setup and generation for tutorial island.
Initial navmesh settings, can tweak if needed when we have final island size.
Wide weapon rack lights can now be wired up.
Fix racks being incorrectly set as lockable
Fix lost pickup/repair setup