200,673 Commits over 4,171 Days - 2.00cph!
Added invulnerability duration upgrade
Merge from cs
16176 damage control branch
- Set factory room P enemy spawn budget to 0 as it's already evil enough
- Rebuilt prefabs
Factory enemy ratios tweaked again
Made a CanSee node for behaviour designer which checks for LOS between two points
Booze burners now check for LOS to player before burning/damaging
Rooms?
Military tunnels final models LODs
Bits
Added very placeholder shop instruction for quick build
Rebuilt prefabs
Only initialize door animators if required when leaving the pool
improved sabetrtooth locomotion animations
sabertooth latest and tortoise first checkin
human male asset (nothing hooked up)
DataEditor now remembers which tab you had open between session/compiles etc
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
Skill level def values, editor sorting
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Removed duplicate global trigger eval flag
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
StatModifier.MinipulationType not pulling value from data params when present.
Merge from player_pooling (disabled by default)
Fixed a plethora of broken shit in Stats, reimported stats data
Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
added drum item, animations and is drumming bool
Reverted GroupStats MaxValue change, added averaged Cap value
Only Units run stat simulators (for now)
Fixed onInventoryChanged event being called every time a shot is fired
Military Tunnels scene work backup
removed sticky gizmos from tunnels prefabs triggers
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
Added a missing script to the dungeon cam to render decals
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
ItemIcon NRE fix (for real)
Enabled entity and player pooling by default on 64bit systems
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Eliminated hasEntityMenu computation from ClientInit (slow)