200,813 Commits over 4,171 Days - 2.01cph!
More, and working scaffolding
skin approval + icons
manifest
Fixed NRE when opening workshop from main menu without having joined a server
always show vitals on character screen
Subtracting all AI experiments
now requeues after a match finishes
Temporarily removed the new rocks for the merge.
Handle missing params that the fists don't have
Fists viewmodel in the right spot
Basic jogging logic for party members
fixed arrow bad dmg types
Fixed messed up jog condition filename
Basic party movement offsets
Better follow/offset movement for party members
Networked fists. Player's fists now live in a tiny fist container
Assigning root motion node to root transform on anims
No more pistol in fists worldmodel
Rock prep
Terrain tweaks
No green hue cast on bare overgrowth
Made the player collider skinnier so you can get up and punch more convincingly
Party members now sneak if their leader is sneaking
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Added some more rigorous sanity checks where navmesh agents are concerned.
Added a navmesh agent safeguard that will help agents onto navmeshes, or kill them if they fail.
Commented out Kill command from safeguard.
Delay for retries to put an agent on the navmesh increase in length with each try up till the cap.
fixed issue with semi auto pistol vm deploy animation
Gang emblem sync fix? Need to test.
Navmesh agent safeguard should be a server component. Re-enable Kill command.
AI best dmg scoring stuff (wip)
Updated ASE to 1.1.0 dev 004 + time fix
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
Started reworking mission panels in game, added distance
set windzone main to 0 as seems to not get init on startup
improvements to weapon sticking.
added headshot procs
ore nodes new files & prefabs