200,707 Commits over 4,171 Days - 2.00cph!
Let convar set target fps on server, for testing
Settlement creation UI is shown before the entity itself is created (fixes entity name not getting set before other systems kick in, like GroupNeeds triggers)
Fix the NetworkGameMode score hack with a different hack that won't generate tons of data. It was thinking that the score changed every update tick
Handle the fact that server doesn't actually serialize if there's no-one connected. Stop it trying to SetDirty all the time in that situation. +bugfix
Set a server framerate cap of 120, to avoid bugs like the one we had in the future. Max SetDirty sends per second for each object will equal the server FPS cap
Oops, didn't mean to commit my KotH score change
Fixed some issues with criminal character assignment
Give NPCs and bots the same view punch + recoil us humans have to deal with
NPCs/bots so bad at handling punch/recoil, I've turned it back off for them.
Clearing crimes correctly after a criminal dies
Compound terrain blend map fix
Compound terrain blend map fix
Final scientist sentry files
Updated sentry static NPC prefab
AI tweaks (LOS tweaks and AI behaviour tweaks).
Include terrain in BaseEntity.IsVisible
removed buzzing sound and smoke from light fixtures 'on' prefabs
Fixed error as warning msg.
Socket_Base shit is done in DoPrepare instead of OnValidate
Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
Fixed monument navmesh on Compound
Update Compound scene with new monument navmesh settings.
Geiger Counter optimization
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Removed old junk system plugins folder
Added System stuff to plugins, set up references.
Moved statequeue and interpolation
hair fuzz and material changes from hair_caps
Tweaked last known position movement AI.
Another monument navmesh tweak at Compound (last one)
Updated monument navmesh in Compound scnene (no scene2prefab).
merge from hair_caps (added morphs to facial hair 04, tweaked dyesets and materials, added more fuzz to look fuller)
Set isDead or isDowned bools when dropping carried units
Fixed radial menu layout issues caused by CommandTrigger refactor (buttons were missing LayoutElement)
Reset game speed and pause overlay UI states properly between sessions
Added IsDead override state to the human animator
Fixed dropped units having fucked rotations
Animal animator override isDead state
Deer override dead anima assignment
Fixed gamespeed changing back to incorrect values after group sleep ends