6,002 Commits over 2,253 Days - 0.11cph!
    
    
    
        
            
            
            
                
                merge from alternate/swap
                
                
                
                
             
         
        
        
        
            
            
            
                
                Change swap saddle icon..
Cleanup.
                
                
                
                
             
         
        
        
        
        
        
            
            
            
                
                client/server compile fix
                
                
                
                
             
         
        
            
            
            
                
                Prevent swapping saddles when any player is mounted
                
                
                
                
             
         
        
            
            
            
                
                Can now swap saddle type via horse menu. Consumes saddle item from player inventory, returns previous saddle item.
                
                
                
                
             
         
        
            
            
            
                
                Alternate design option test. Saddles not changeable. Can only equip a saddle through stable master purchase.
                
                
                
                
             
         
        
        
        
            
            
            
                
                Moved placement ghost functionality to its own class
                
                
                
                
             
         
        
        
            
            
            
                
                Null check owner when checking for mounted player in Projectile to prevent NRE
                
                
                
                
             
         
        
            
            
            
                
                Weapon placement rotation is no longer a clientvar
                
                
                
                
             
         
        
            
            
            
                
                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