200,020 Commits over 4,140 Days - 2.01cph!
Apply BoneRetarget script to scientist nvg suit head lights
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Fixed elevator button not opening the doors at a given floor if you press the corresponding button while the elevator is idling at that floor
Added a hurt trigger to the underside of the hatch right above the rocket. S2P.
Fix not writing normal characters when escaping string
Ignore NPCs when calculating aggregate items on a server
Updated names of the CCTV cameras
Added new camera that allows you to see the exit from a different angle
Added interior lights to some exterior buildings
Added light poles near chainlink gates to further highlight the entry points at night
Added a light near the exit to help with CCTVs at night
Scene2prefab
Close eyes of players who transferred servers and are still loading in
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merge from sentry_staging_fix
Fix sentry looking for outdated "main" branch, instead look for release via "experimental/release" & "release"
guards/peacekeepers can't be blinded
Updated remaining relevant scientist AI designs with blinded state container
Movement tweaks.
Simplify implementation.
AI design.
16x8 frame setup. More optimal for the duration.
Make GitHub Actions build only 1 job a time
Implemented blind state so that scientists run in random directions in a small space while blinded.
Merge from main -> gameplay_metrics
Fix loot marked as "not in monument" when category is an empty string
Added IsBlinded AI event. Implementation and UI prefab.s
6point shader test setup for Diogo
stairs spiral triangle and landing offset fix
BaseBlindedState, scientist BlindedState.
Added AIState.Blinded type.
Added AIDesign.GetFirstStateContainerOfType function.
Brains can toggle if they can be blinded or not.
Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
merge from invokehandler_nre
merge from steam_nickname_improvements
Updated exit puzzle to require only a button
Moved keycard reader to the top and tied it to opening the bunker hatch
Added a new CCTV camera pointing at the exit
Added a static computer station to the security room (needs some improvements)
Created a new material for the small mesh paths that looks less repetitive and intense
Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight
Scene2prefab
fixed mismatch - collider displayed instead of visual mesh
Set duration/range.
Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently.
Test debug log.
merge from building_skins_3
Applied shelved previous work.
Merged to date from main and merge fixes.
Initial fixes/wip.
added foldable targeting computer for paddy
Adobe skin simple stair is see through - updated colliders and gibs
Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource
Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
merge from ai_aboveground
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merge from building_skins_3
merge from nuclear_missile_silo