199,278 Commits over 4,140 Days - 2.01cph!
Fixed some skin icons
Fixed poncho skins
Compile fix
Renamed batching.status to bat_status
Perception and Roles summaries and cleanup.
renamed buffalo to bison (trying to)
Another ceiling light client side physics optimization
Deployables no longer ignore "can rotate" flag
corn/pumpkin no longer ignore melee attacks
▅ ▌▅▌▍ ▋▆▉▊▍ ▉▍▉▊▊▄/▊▊▅▇/█▆ ▌▋▌▄▋▍▌
▉▊▊ ▆▇▌▉ ▊▅▊▊ ▋▇▆▋▍▉▄▊▊ ▇▋▅▉▄▆▍▄
fixed flame turret damage going through walls sometimes
fixed orders of many menu options
drastically reduced cost of most signage
slightly decreased size of flame turret
lowered ambient flame turret volume
pool leak fix (thanks bawng)
Separate music volume sliders for in game & in menu
Music format tweaks
Definitions use generics for static properties exposing an array of definitions of that type, added IDefinition
EntityManager cleanup
Debug spawner improvements
Renamed destruction method in EntityManager
Relationships summaries and cleanup.
Rename of FriendFoe relationship opinion to AttractionRepulsion.
Fixed player animations when holding weapons
Fixed player spawns, no longer spawning at zero
Fixed initialisation order problem with players who were already in vehicles
Cop AI is dumb and a bit broken, but this version has been tested and seems stable + has some bug fixes, so it can go into trunk.
Cops put their guns away when
Cops put their weapons away when not in use (no target)
fence flame resistance increased
flame turret performance improvements
flame turret exploit fixes
Fixed an MRE caused by convoluted VisualFX destruction
Fixed dispensable interactions not population InteractionPlanData with their required ToolTypeDefinition
Fixed hanging Unit references in UnitView after destruction of the parent entity
Fixed a bunch of weird human animation lengths (frankieh please review)
Working on Cop AI, getting more complex
working on heitmap test, added side parts to underground section
Effect triggers optimisation and cleanup
Reduced player model aim speed
Rpc calls use Unity assert
Moved some files to dll
Effect trigger evaluation profiler samples
Fixed Effect.HasActiveActionChain always returning true (action chains are never null due to pooling, added isValid flag for this usage instead)