200,006 Commits over 4,140 Days - 2.01cph!
Added windx manager api to compute wind force at location
Smoothing out road elevation.
Alert effect now works as intended
missing profiler EndSample
compound vending machine baseline
Get rid of the loading screen slide animation
Tribe needs reworked; now come in 3 types (Global, Settlement and Unit) and triggered by same TriggerSet system as effects
Needs are no longer treated as tiers, added tiered progression system boilerplate (ProgressionTierDefinition)
Loads of AI trigger refactoring
Settlement UI placeholder
Weapon view punch is back. Not really doing much though, need to tweak it.
Going back though the repo, the later version of view punch never quite worked, but it looks like this is how it was MEANT to work.
Not sure why inaccuracy delta would use mag size, so reverting al ine to Bill F's original version.
Physics mats for my test map, so I can test stuff with decals
replaced vending machines to NPC vending machines in level
scene2prefab
Added scientist spawns and patrol prefab to level
Navmesh setup
Scene2Prefab compound
big bag o changes
scene2prefab compound
compound terrain blend map tweak
Fixed monster_scientists always having random skins in all cases
Compound walls / added additional LOD level
bug fix for help prompts listening for events when they shouldn't
Internal SetModel changes clientside to do with automatic SetCollisionBounds call
Added Fight chance override for ages / genders.
Stags now have some chance to fight
NPC turrets ignore NPCs when targeting.
Entity.GetSequenceMovement Is now also shared
Moved viewmodel clothing meshes from prefabs/arms to their respective clothing folders.
wip collectable coin drop stuff for career mode matches
Reduced penalty for targeting fleeing units.
Merged methods for enabling and disabling avoidance into that property that also does it.
Commented out the avoidance fuckery in navigation tick.
coin layer change, max active coin cap of 3
static small water catcher and t2 bench
Improved hostility checks for Scientists.
wolf backwards root motion (for testing)
Animal idle wander AI re-enabled
Better wall stacking prevention via new building proximity component (reduced false positives and false negatives)
Fixed client / server time offset being wrong when the client has been running longer than the server (regression from 26545)
loading platforms final models/prefabs
bag o changes
scene2prefab compound
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rat meat and skeleton mesh
compound shops and stations decals
scene2prefab compound
Compound emergency stairs meshes/coliders/prefabs
replaced emergency stairs with final prefabs
scene2prefab compound