113,784 Commits over 3,959 Days - 1.20cph!
Typo fix
Added ability to check existing inventory when a craft mission objective starts, will mark that step as completed if the player already has a target item in inventory
Applied new behaviour to craft campfire objective
Remove "Don't allow tutorial allowance to go down" log
Merge from /main/media_projects/deckard
Cinematic scene file tweak
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Bradley doesn't take damage from scientists.
Delete demos off disk past a certain quota to avoid consuming entire disk during upload failure
Add `server_demo_disk_space_gb` (default 30GB)
Bradley doesn't target Scientists
Spawn scientists pre-aware of attacker
Added metal roof tileable textures
Tweak road scientist navmesh Y offset.
Bradley spawners set spawn type flags.
Bradley prefab update.
Allow server demos to be turned on and off at runtime
Removed cache count
Streamlined vendor name setup
Prevented spamming from overly reloading icons
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Spawn the correct scientist type depending on the bradley type (monument or road).
Added new scientist prefabs & AI design placeholders.
oilrig - sat tubes greybox models
Flag a bradley as road spawned or not
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Removed duplicated poolable component
Ensured single vendors clear the same lists as cluster elements before generating
Fixed aggressive scene view artifacts on Mac/Metal
Initial basic scientist spawning behaviour
Fixed microphone stand incorrect power usage display in the UI
Bradley main cannon shell doesn't hit scientists
merge from metal_detector
Fixed keycards held by other players always appearing green
Bradley guns don't hit Scientists
Hardcode a stopped/deployed state for quick testing.
Simplify BradleyAPC.SetTarget calls
Refactor set target code into a separate function so we can re-use it.
oilrig saturation tube, moonpool and level3 rooms whitebox export/placement
merge from tutorial_island
Adjust spawn location during respawn mission step
Add help prompt for looting corpses
Added a tutorial help popup on the death screen to communicate how to respawn
Don't strip animator on the Hazmat preview suits
Strip colliders, animators, and MonoBehaviours from SkinViewer entities
Removed old timeline asset. Timing tweaks to cinematic
Set up prefabs with animations for all the hazmat suit skins on the store
Fixed skins getting cut off in non-square views
Expose fade to black time
Better handling for tutorial islands that time out
-Clear the players missions so they can restart the tutorial
-Clear the InTutorial flag so they don't get respawned on a non-existent island
-Notify the client (if they are connected) that the tutorial has ended to revert the time and weather settings
Only disable frustum culling if one of the mirrors cameras is enabled (to avoid an inactive/disabled camera turning off frustum culling)
Brutalist church progress