12,499 Commits over 3,773 Days - 0.14cph!
Added Daytime state.
Updated AI design to check !IsNight AI event and switch to Daytime state
Add IsNight AI event and action UI
Exclude a couple of pre checks for scarecrow attacks
Separate wave scarecow design file, hooked it up to WaveScarecrow prefab brain
Codegen so AI designer appears for WaveScarecrow
Commit all the material changes because it's a hackweek project
Sources timeout.
Bunch of WIP refactor.
Very WIP placeholder lowering anim/behaviour.
Some placeholder VM visual/anim for states
Hide the fish on my temporary metal detector VM
Added source spawn location verification.
Don't spawn too close to other sources.
Destroy the source if it spawns with no valid sub sources.
Re-setup skinning knife to work with weapon racks correctly after recent prefab rotation changes.
Temp VM/setup and somme placement setup work.
Set skinning knife up for all weapon racks.
More debug stuff.
UI lerp speed tweak.
merge from main (with conflicts)
Spawning, pop, debug stuff, UI lerping.
Cactuses no longer defeat scientists
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Separate teleportEveryone2me, teleportSleepers2me, teleportNonSleepers2me commands.
Setup hatchet & pickaxe for single weapon racks
Fixed single weapon rack gibs.
Improved single weapon rack placements.
Fixed weapon racks not drawing bounds in the editor correctly.
Added a placeholder menu item for BaseGiggableEntity to allow items to be "dug" via interaction (until spades work...)
Flag markers grant items when dug up.
Diggable entity wip stuff
Spawn flag entity when a sweetspot is fully detected
Removal basics (very wip)