201,779 Commits over 4,171 Days - 2.02cph!
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
Removed Safeguard (we'll deal with this in the spawn handler instead).
Updated merge with how we do things on branch.
made big tree kinda work with new system
made weather wind lerp happen sooner so people can see the nice wind shader quicker
cleaned up shader some more
No barnacles on the larger shore rocks.
Instancing on city assets.
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
reputation system baseline, ui bits
Ground texture scan branch
Scene stuff. Prefab tweaks.
Some basic logic for party combat, still pretty janky
Wrapped NavMeshAgent with some safeguarding around dangerous functions/properties.
Some better class naming for central ai systems
Underped skeleton npc behaviour
Some hobgoblin AI and material polish.