123,886 Commits over 4,079 Days - 1.27cph!
Large Rock formations prefabs and spawn pops
Beach medium rock formations now show on procmap
Edited World Setup
Optimized tundra grass spawn settings in proc map
Tundra and temperate material tweaks
Texture color tweaks
▋▊▋ ▅▄▋ ▋▄▍▆▆█▍ ▉█▇▋ ██▇ ▉▊▆▋▄▍
submarine prefab setup:
fbx meshes
collision meshes
gibs
textures and materials
merge from /main/TrainCornerCollisionFix
Fixed triangle frame inserts stacking - revisit
59237 next week
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable
Setup shadow proxies for bunker rooms
Better side hit detection
Set up my test map for bug repo
Added foliage_procmap_v3 to World Setup prefab
Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss
Optimized spawn settings for temperate grass
Tweaked distance tiling on grass splat
enabled batching on more art
Fixes for buoyancy sleep checks.
removing overgrowth scene from scene to prefab 'loop'
Prefab nesting to preserve links and enabled batching on more props
revert changes to buoyancy script
▌▋▄▄▉ █▇██▋▇▌ ▍▋▌▆▄▊▌ ▋█▊▌█▄ ▋█▋█ ▌▊▉ ▊▍▉▌▋▍ ▆▉█▅▋██▇ ▊▍▄▊▇ ▌█▇▇'▅▌ ▊▄ ▋ ▄▊▍▉▅▌▅▄
navigator tick experimental changes
Update animal AI design to now use StateError and StateFinished when roaming
updated mil tunnel scientist AI design
▄▋▅█▌ ▊▋▌▇ ▉▌▉▇▍▍_▊▍▄▇▅▅▉_▄▉█_▌
small Chase / TakeCover state improvements & cleanup
█▌▄▌█▄█ ▇▍█▊▅▆▇▌▋▊▆▆▍▋▋▉█▅▌▆▇▍ ▋▆▆▊█▉, ▍▅▇▌▆ ▄▉▇▅▌▋▌▊▅▄▄▌▍▇▇▊▇▊▋▊▌▄ █▆▅▇▉▌
▍▉▇▊▄▅▍▌ ▌▄▌█▉▌▅ ▅▆ ▊▆▉▊▉▇'▅ ▄▆▇ ▋▊▍ ▍▄▆▇▆▍▇ ▊▊▊ ▇▇▋ ▄▇▌▉ ▊▄ ▌▌█▆▅▅▇▆▆ (▉▋▋▆▆▌ ▅▌ ▆▅▊% ▅▌▉▍)
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them.
Animal roam state now returns to home point if no suitable roam points are found from current position.
▌▇▉▋▆▊▅▌▇▉▍ ▆▌▋▇▊▉▅▅ ▄▅▉▊▋
▆▉█▅▌ ▄▌▇▍ /█▋▍▋▆▆▋▇ - ▆▄▌▋▌▅▊▇ ▋▇ █▊ ▆▇ ▅▇▆▋▊▉▍ █▊▍▇▋
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
Carry out repeated UnparentDelayedCheck checks a bit less frequently
Clean up the list, remove any orphaned failed IDs that aren't children anymore
Prefabed oilrig structures to make updates easier
Shadow proxies pass on oilrigs
Expands on Jarryd's post-unparent-failure safety check. Instead of checking once, keeps checking at intervals until it's confirmed that the player is outside the bounds and unparented
removing old residential buildings prefabs
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
Fix inverted ShouldUnparent