11,445 Commits over 3,561 Days - 0.13cph!
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
first pass AI cover points for AI_Lower section
wip AI_Lower cover points