201,010 Commits over 4,171 Days - 2.01cph!
NPC tuning.
Fixed missing sounds on Beetles.
Removed that helmet overlay code that we don't want and was erroring.
added more interaction positions for building the crafting table
Improved Scientist AI at junkpiles.
Junkpile A and G no longer carve.
Improved AI settings of M92.
Scientists can now enlist to the patrol route of a location when manually spawned.
ItemDesires created from possession now allow held which makes them actually get fulfilled.
Fixed NRE on EntityView during tree felling.
Prevent NPCs from opening doors that has locks on them.
If an effect is added while the same effect is already added, the duration of the existing effect is reset rather than adding a new effect
Fixed bleeding effect healing rather than hurting
Fixed damage from status effects procing the status effect on hit of an NPC (should fix effect spam)
fix for chainsaw effects appearing active when deploying
fix for left click spam of chainsaw
removed capmasks from skin materials so they're all the same for the dyesets. adjusted new textures so they aren't gigantic and have decent compression, removed all old and wip textures and mats apart from styles that still depend on them currently
NetworkLevel work. And NPC walk zones work again.
Effect procs for NPC attacks are now an array of Effect/Chance rather than just a single effect
Raised random tint color2 on pine mat
Fixed cast channelling bar appearing when attempting to cast while not holding a staff
Added a physical spell school.
NetworkLevel simplification
third person chainsaw particle effects
LODComponentParticleSystem ensures initilization now incase another script calls hide/show from OnEnable or Awake
Testing potential fix for culling error
Fixed proxy character vis check rate
Chainsaw sound playback polish
scientists now spawn with spas12
Fallbacks for physics overrides when not on a listen server
Chainsaw sound tweak (remove stray EQ)
Lower chainsaw pitch + volume tweaks
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
nailgun slightly higher rate of fire
Tweaked third person orientation of shield
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
scientists have new loot tables
added spas-12 and incendiary rounds to airdrop
fixed bug where scientists had 100 health instead of 200
Removed some unused fields from ItemProtectionStats, including the whole ApplyForSeconds section
Can now only modify a PoolValue and ValuePerSecond
Can now set PoolValue and ValuePerSecond at the same time, so an item can increase a stat and modify that stat per second at the same time
Might have fixed itemstats not getting marked as dirty if a float field for Health/Mana/Stamina was modified (would explain the changes that keep getting lost)
Small behaviour tuning for Scientists when they have no cover in range and can't see who is shooting at them.
Grass - terrain splat and dynamic grass colour adjustments to better match each other
Some fixes to old static prefabs - cosmetic/materials
Small tweaks to junkpile scientist behaviour
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
util.TableToJSON returns nil unless top-most element is an object or array
sponsor prefab update with button, mouseover stuff
Really basic framework for game modes stored in ScriptableObjects. Game mode is selected, loaded, and passed to connecting clients (via name). Bootstrap stores the data on all potential game modes.