199,327 Commits over 4,140 Days - 2.01cph!
UnitViewUtility adds a NavMeshAgent to newly created views
Enabled all player pooling functionality by default on 64bit systems (finally)
Units are now generated at runtime.
Shortened prefab name in print_prefabs
Multiple select breakdown
Fixed scrolling back to the top when inventory items updated
water bottle viewmodel updates, adding Toms bottle mesh & textures
Breed request is player exposed, condition tweaks to support that.
Fixed Berry Bush IPS data warning
Cannon aiming resets when leaving aiming mode
yet another merge from main.
Profiling formatting crap, minor refactoring
GPV completion now adds role weight
Partial work on vehicle eye rotation etc
Adding my test scene to the build list, sick of re-adding it.
Stop mouse being grabbed even when editor is paused!
rocket launcher more expensive
rockets cost additional pipe
lowered oil barrel HP
removed waterpipe pipe requirement (derpy but needed for now)
tightened up flamethrower fuel stream graphics
flamethrower must be held to create fire
can no longer tap flamethrower for 1 fuel to create a fire
flamethrower holds 100 ammo instead of 50
flamethrower uses twice the fuel per second
flamethrower direct damage against players increased
attempt to fix empty crates/barrels
added semi auto body (p250/SAR component)
slightly reduced sheet metal HQM recycle yield
slightly reduced spring HQM recycle yield
protocol++
updated player in car animations to allow horizontal rotations of -135 and 135
radiation has more of a gradient rather than a seemingly binary exposure
updated radpill description
added food box to junk piles
phrases
protocol++
BaseBehaviourPlanSettings has RoleParameters for player exposed/commanded behaviours
Reworked Hazmat suit source files
Committing current work before trying something risky
Fixed eye direction confusion
Merge in updated vehicle player animations
redid the 3rd person pistol deploy animation so it matches the 1st person better
Optimize ReverbZoneTrigger updates
Add voice limiting to physics sounds
River sounds use the local ambience system
Wounded screams stop on death
VIewmodel sound timing tweaks
Ambient sound layer timing tweaks
Fix deployable placement effects spawning at the origin when attaching to other entities
Add new placement sounds for deployable building parts (doors, ladders, etc)
Misc sound polish
FOR FUCK SAKE tweak ship model/prefab
Fixed buggy chat visuals with pool.mode 2
Water force to 12, cannon ball bit bigger, cannons fire faster, longer and less height