146,912 Commits over 4,444 Days - 1.38cph!
Further cleanup, boolean gating for lookup creating
Fix animals attacking through walls, or getting stuck when player is on foundation, also fix some "can't move / resetPath when not on navmesh" errors
Fix "can't move / resetpath on agent outside on navmesh" error when wolf or tiger jumps at player on foundation
Fixed skin item modal not updating when using the arrow buttons to navigate
Fix wolf tiger etc not fleeing / jumping on unreachable players, instead just charging and getting stuck / attacking throw walls
merge from apartment_complex_monument/prototype -> apartment_complex_monument
merge from main -> apartment_complex_monument
Gibs and LODs for heavy barricades. Plugged into entity setup.
main -> demo_compatability_layer
update_metabolism_network_optimization -> main
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Fix SenseComponent.Tick InvalidOperationException
Fix ai sense adding to a dictionnary while iterating on it
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Merge from new_navmesh_fixes, fix wolves eating corpses using telepathy, fix look rotation error spam
FIx ternary operator precedence oversight causing ai stopping distance being incorrect, remove unused string creation in -useNewNavmeshPath, fix ais not taking into account stopping distance properly
more optimisations in large apartment
added a proper static prefab for the bear rug
tweaks to apartment large and med dressing, cleaned up large apartment having props outside the -furniture- group and thus not culling
Merge from new_navmesh_fixes, fix crash on linux, fix error when no saved navmesh yet on disk
merge from hanging pot plants
set dressing progress in floor 5
Log warning instead of error when no save file for navmesh is found
Fixed not being able to reskin large furnace while there's storage adaptors attached
Fixed reskinning regular furnace <-> legacy furnace not preserving attached storage adaptor
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renamed to wip title bar games, rebuilt skins
Fix an issue with streamer mode showing your own name when use_steam_nicknames is enabled
set dressing progress in floor 5
converting all Acceleration/VelocityChange to use Force/Impulse in prep for engine change
re-factoring the apartment wing prefab a bit with all floors set dressing organised under props
disabled a bunch more shadow casters on top floor, base for 5th
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Only enforce additional parent validation if an AreaCheck socket mod is present on a deployable, otherwise revert to original behaviour
Created a separate Electrical Branch config UI prefab so all I/O cant be named
update SetRenderFunc calls
subtract
153677 areacheck_parent_fix