194,171 Commits over 4,079 Days - 1.98cph!
Allow small box placement under mixing table
Fixed wind generator volume prevent building and deploy volume mismatches causing confusing behavior
Workcart red colour variation:
-red variant materials use a simple _Red suffix to differentiate; these are the only ones that need to be used for the variant.
-removed ao from where the glass window and frame used to be on the door.
Stricter large swimming pool volumes - exploit fix
fixed RFBroadcaster stackable #2
More foot ik work:
Remove new trigger added this morning
Fixed foot placement IK ray mask hitting incorrect vehicle layers
IK position is now stored in local space so it's smoother when going up and down in elevators (no prefab changes required)
This also fixes crouch foot dithering in while standing on vehicles and should improve IK stability in scrap transport heli's and modular car trays
Add:
- [Server] void Player:SetActivity(int [ACT_*] act)
- [Shared] void Weapon:SetActivity(int [ACT_*] act)
Updated test map barricades
Set up spline for mirrored station piece
Lowered the dismount points on the work cart and added more possible dismount points on the train platform
Add:
- int [TASKSTATUS_*] NPC:GetTaskStatus()
- void NPC:SetTaskStatus(int [TASKSTATUS_*] status)
- TASKSTATUS_NEW, TASKSTATUS_RUN_MOVE_AND_TASK, TASKSTATUS_RUN_MOVE, TASKSTATUS_RUN_TASK, TASKSTATUS_COMPLETE
- float NPC:GetMoveInterval()
- void NPC:SetMoveInterval(float)
- float NPC:GetIdealMoveSpeed()
- float NPC:GetIdealMoveAcceleration()
- Vector NPC:GetMoveVelocity()
- float NPC:GetMinMoveStopDist()
- float NPC:GetMinMoveCheckDist()
- bool NPC:IsMoveYawLocked()
- void NPC:SetMoveYawLocked(bool bLocked)
- void NPC:MoveStart()
- void NPC:MoveStop()
- void NPC:MovePause()
- void NPC:ResetMoveCalc()
- void NPC:MoveClimbStart(Vector dest, Vector dir, float dist, float yaw)
- int [AIMR_*] NPC:MoveClimbExec(Vector dest, Vector dir, float dist, float yaw, int nodesLeft)
- void NPC:MoveClimbStop()
- AIMR_BLOCKED_ENTITY, AIMR_BLOCKED_WORLD, AIMR_BLOCKED_NPC, AIMR_ILLEGAL, AIMR_OK, AIMR_CHANGE_TYPE
- void NPC:MoveJumpStart(Vector vel)
- int [AIMR_*] NPC:MoveJumpExec()
- int [AIMR_*] NPC:MoveJumpStop()
Fixed hand IK grip targets in workcart cabin
Add foot IK trigger to workcarts
Fix foot ik changes not applying while parented (whoops)
Moved the warning beep audio source into the cockpit
A better place to stop the proximity loop
Fixed proximity alert loop audio source not being 3D, and fixed it not stopping when the train engine stops
Re-enabled proximity warning after refactoring
Add file.AsyncRead(string file, string path, function(string file, string path, int status, string data) callback, bool sync = false)
Fixed case where inaccurate spins remaining would display in slots UI
Added a new foot IK anchor trigger that locks the foot IK to a specific transform and updates every frame
While standing in this trigger we can use the anchor's transform instead of physics raycasts so it should actually increase performance
Added the new trigger to the static elevator lift
updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position
- Added spline for the new station middle rail.
- Added ability to specify a spline as forced secondary, making it not be the default route. The middle rail siding was being calculated as the straightest and being assigned as the default.
- Added a button to the spline inspector to go straight to the shared splines prefab
Fixed GenericSpawnPoint class not compiling in CLIENT mode
Fix new track spline components no longer getting set up correctly when fist added
Remove my temp "boarded up" window object from the work cart
updated workcart lights + added cover
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc)
added new NPCDwelling
underground navmesh now uses 50% less memory
Added:
- void NPC:SetActivity( ACT_* )
- void NPC:ResetIdealActivity( ACT_* )
- bool NPC:IsGoalActive()
- void NPC:ClearBlockingEntity()
- NAV_* NPC:GetNavType()
- void NPC:SetNavType( NAV_* )
- NAV_NONE, NAV_GROUND, NAV_JUMP, NAV_FLY, NAV_CLIMB
Prefabs for signs that show the name of a nearby monument (needs art tweaks + placement)
More bespoke puzzle things.
Allow HDR colors on TMP_Text (and RustText)
workcart sounds first pass
lets try to recover from internal compiler error yayyy
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger
NPCDwellings now filter out and add their own dynamic cover/move points if validated
Improved HumanNPC aiming behavior
HumanNPCs no longer bunch together at the same cover points
Fixed lack of impact effects in WaterVisibilityTriggers
Profiling