202,027 Commits over 4,171 Days - 2.02cph!
Dynamically change stopping distance of NPC based on active weapon to prevent ghosting through enemy when wielding melee weapons.
Fixed CanPerceiveEntity's blackboard evaluate overload
Removed the Social Need consideration from Goal/Request Collaboration as it is "generic" and was breaking the breeding module
Clamped GoalPlanVariant momentum to a minimum of 0.01
arrowheads now show up in 3rd person
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Fixed bug causing overhead in sample circle.
Adjusted scientist vision range (optimization).
Tweaked spawnpoints/coverpoints (optimization).
Touch-ups on AI profiling
Only apply the LOS raycasts we have to apply for NPC senses.
Pine trees mesh and texture polish
Added File.ReadUShort
Added File.ReadULong
Added File.WriteUShort
Added File.WriteULong
Bots handle being in prison
Bots starting to handle the plane
Bots successfully depart from the plane, but just hover in the air
water_well_b mini monument backup
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Vending machine correctly destroyed if construction below no longer exists
Fixed NRE in Override Score logging that was breaking the AI.
Waking Up module on 2nd slot DM.
Cohesion logging bool.
Jack O Lantern can no longer be placed through walls
Jack O Lantern can be picked up
Jack O Lantern only accepts wood
better clearing of tooltip content when mousing over something else
Merge from weekend_branch_6
Improvements to Blackboard.GetEntity
Fixed foliage tinting randomization
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Retired "Viewmodel" layer as it is seemingly unused
Merged slash/pierce/blunt damage types into physical.
more wip squad editor changes to support multiple modes
Disabled the hurt overlay until it's made to not look like ass.
No more spamming shelves on roads
Run server for staging branch if running with -staging command line
water_well_b mini monument progress backup
Fixed a few lift/elevator occludee bounds
GIViewer.LocalKit and GIViewer.OpponentKit now get start at match load
rollback TerritoryLocationSelector thread