241,503 Commits over 3,867 Days - 2.60cph!
Chatinterface, server header
Remove crafting bench from dev map
Iron plate prefab, update miner & smelter recipes
Inventory bugfixes
Scientists now sometimes turn and run to cover instead of retreating slowly backwards. More likely if low on health or ammo.
Fixed bug with scientists shooting when not facing towards their target.
Scientists will now sometimes charge players if they have enough ammo and health.
Fixed action timer not resetting and slightly reduce the time.
Backup (excluding terrain.obj)
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Crafter prefab
Miner / smelter prefabs
Fix crafting recipes not taking more than 1 of each input from inventory
Tidy up building ghosts
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Less ugly styling for the question list picker
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Tweaks, quick hook in to occlusion culling but disabled.
Don't log an error when disposing the websocket
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Reworked field of view for Scientists to make it possible for them to not notice you.
Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it.
Fixed rear vision detection and simplified it, always detect out of vision but very close players.
Hide crafting menu after crafting something
Simplify Inventory giving code
PlayerControllerMechanic filename reflects class anme
Add built-in building placement tool
Remove build hammer
Fetch inventory items by slot in UI
Crafting successful event
UI notification system, OnEvent attributes
Add prefab reference to crafting recipe
Sync BuildToolComponent target, use for building placement
Miner prefab tweaks
Use warning instead of error for prefabs without tags
Hide placement debug stuff behind debug_buildsystem convar
Cleanup
Leaderboard backup, run #2939
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Update addon config so the question json gets published
Can no longer vote for yourself
Minimum player count is now 3
Enumerate through all *.jbq.json files in the filesystem to find question lists (should allow addon support?)
Unstyled setup screen to choose which question lists to use in the game
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terrain config colors tweaks
Expose RecreateAllStaticConstantAndCommandBuffers(
ChatInput, messages, members
Added screen space camera canvas settings to RCMenu
New test scene, cone based culling test
Scientists switch to attack state not take cover state when attacked by an undetected player
Slightly increase random movement area range in combat state
Member Component with Leader
Online Status
Scientists now have a % chance per tick of continuing to move to chase position in Chase state when the player is LOS, instead of just stopping when LOS and switching to combat state.
Scientists now also run attack tick in chase state.
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Meshlet bounds calculation, re enabled frustum culling
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Scientists no longer always take cover when hit. Added a chance of taking cover when hit below 40% health.
Added TexCoordSize material property, fixed duplicate collision mesh faces
Added a little demo game for the 2D SDF stuff
killscientists kills tunnel dwellers too
Sidebar Styles
Avatar Component