6,112 Commits over 3,806 Days - 0.07cph!
added workcart sit mountpose enum
workcart braking effects
fixed ParticleSystemContainer not playing effects on ParticleSystemCull objects with playOnShow set to false
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tunnel dwellers drop very slightly more loot
added ForceInitialSpawn to ttrain_tunnel_double_straight_a
Lootstrips have slightly less chance of a tool crate
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workcart gibs correctly assume override colors
temp fix for underground gunshots being heard on the surface
warning when dungeon navmesh fails to build
delay respawn during puzzle reset until spawn points are available
wrap NPC navmesh error under developer 1
fixed oilrig navmesh being cut off due to AABB
properly wait until all navmeshes are built before spawning NPCs
higher budget for coverdistance calculation shortly after a navmesh was completed
store longer cover distances (40m instead of 20m)
move exfil points from CH47Scientist to side of hull instead of on blades (???)
snap HumanNPC NavAgents to HumanNPC navmesh instead of "Walkable"
Update NPC position outside of think budget ( fixes stationary npcs during low server fps)
reduced tunnel dweller ammo loot, reduced milcrate chance from tunnel dwellings, reduced crate chance to 1-3 instead of 2-3 for tunnel lootStrips
max depth/altitude optional value for safe zone triggers
fix for low distance road cones on train barricade heavy
fix for spawngroups sometimes utilizing full spawnPoints
remove debug.log regarding cover points
fixed workcart alt skin not applying to LODs
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better respawn times for tunnel dwellers/npc dwellings
adjusted spawn rates for workcarts
smooth workcart handle movement
workcarts decay and respawn properly
train barricades can now be destroyed with melee
much improved train barricades + read/write
m92 slightly increased AI range
TunnelDweller - reduced overall spawns, reduced loot
puzzlereset for tunnel NPCs/loot
fixed cover points not being removed properly
Made tunnel dweller AI not suck
I tried to improve the TunnelDweller AI but made it worse for now