5,235 Commits over 2,070 Days - 0.11cph!
Check clientside if held weapon is accepted by the current rack type before showing the UI.
Enforce weapon type check serverside.
Clear lookingAtWeaponSlot correctly so that UI doesn't get stuck.
Updated test save.
remove some debug logging now I've tested
wip spawn with saddle changes
set respawn timers, s2p monument, updated test scene.
updated AI prefab with scientist respawn setup
Fixed speed modifiers on new saddle items
Adding a saddle to a stables horse now purchases it too (removes it from sale)
Added AI prefab to silo scene. S2P.
Added final area, AI_MiddleMiddle. Move, cover and spawn data.
Cover points for the additional area
Expanded AI_Lower to include an additional area and added movepoints and spawner for it.
Resize and reposition AI_Lower AIZ
merge from main, conflict fix
AI_UpperRight scientist spawners
AI_UpperRight cover first pass and added some missing move point data
AI_UpperRight initial setup and first pass of movement data
tweak a movement point to suit navmesh data (needs some manual navmeh gemetry adding later)
AI_MiddleRight data/spwaners first pass
first pass AI cover points for AI_Lower section
wip AI_Lower cover points
Refactored AICoverPointEiditor.PlaceOnFloor so it can also be called from new AIMovePointEditor, for move point data editing.
Added "Place on floor" editor button for cover point objects.
Initial move/cover data pass for area B.
merge from nuclear_missile_silo
Unset IsSecurityDoor on all hinged.industrial doors so navmesh data generates correctly.
S2P.
merge from nuclear_missile_silo
Enabled read/write access on mesh data needed for navmesh gen.
Added MonumentNavMesh to monument root, set MonumentInfo to have navmesh data.
initial pass on AIZ size/position layouts.
added initial AI prefab for merges.