6,112 Commits over 3,806 Days - 0.07cph!
fixed tunnel colliders not having read/write set
updated tunneldweller weapons
fixed issue with NPCs using semi automatic weapons sometimes double-firing
NPCs set their obstacle avoidance priority based on velocity (slower moving NPCs now get out of the way of fast ones)
updated dwelling bounds, use proper scale for GenericSpawnPoint gizmos
updated train barricade art
fixed slow walking NPCs not playing footstep sounds
TunnelDweller NPC will not longer roam far from it's initial spawn position
updated workcart lights + added cover
revamped random rotation for spawngroups, can now specify an angle snap (45/90/180 etc)
added new NPCDwelling
underground navmesh now uses 50% less memory
Fixed single frame buoyancy issue when a corpse spawns in a WaterVisibilityTrigger
NPCDwellings now filter out and add their own dynamic cover/move points if validated
Improved HumanNPC aiming behavior
HumanNPCs no longer bunch together at the same cover points
Fixed lack of impact effects in WaterVisibilityTriggers
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more NPC fixes in tunnels
dungeon navmesh generation
fix for NPCs not roaming underground
fixed constant RF spam at oil rig
roadsign gloves skinnable
Smoother horse movement when traversing bumpy terrain
fixed heavily charged batteries displaying incorrect time remaining (used 12h format)
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CleanupSleepers nre checks
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rename Compound to Outpost in help toast
Kill players who sleep while wounded
Use UpdateSurroundingEntities instead of GroundWatch.PhysicsChanged when upgrading a building block
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phantom reclaim terminal on vanilla
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Bradley no longer remains stationary if it can not find a good engagement spot
Bradley uses slightly larger spherecast for vis checks
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stashes despawn and drop their items if construction is placed overtop of them
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softcore reclaim backpack
reclaim terminal refresh button
code cleanup
code review changes
never add starting rock/torch to reclaim terminal