121,888 Commits over 4,048 Days - 1.25cph!
Re-implemented clientside brain state listening as an interface, IClientBrainStateListener.
Moved client state based facial blendshape control from GingerbreadBrain to GingerbreadNPC
Increased gingerbread dungeon navmesh resolution so that the navmesh isn't floating way off the floor and with large ramps
Fixed gingerbreads damaging each other
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Fixed horses often dismounting the player on top of the horse. Horse dismounting will now prioritise the left and right side dismount points. Also lowered the default ground-based dismount points to near the ground, with backup dismount points that are higher up.
Fix exit dungeon cells rendering a gap on the map (LOD5 is missing a bit of the path, switched to LOD4 instead)
Offset the map while in a dungeon so that it roughly lines up with where the entrance is
Merge from main -> cached_server_browser
Tweaked cream pile spec texture to make it work as an SSS map
This was done to make the cream pile in the collapsed tunnels look better
trying to debug some weird shit
Tweaked xmas tunnel lighting
Placed gumdrop lights in clumps and more randomly
gingerbread footsteps, impacts, and crumble sounds
enabled shadow casting on LOD0,1 of codelock
updated m92 slide pose, updates to controller
Tweaked gumdrop materials
Converted them to specular boosted glare and added custom emissive textures
Updated gumdrop prefabs
fix some changes that got lost somehow
adding renderer batch script to queue barriers
replacing the models by prefabs in the scene
ferry drawbridge update with wip model
Added pipe wrench tool for industrial pipes
- added viewmodel and prefab
- added world model w/ lods and prefab
- material and textures
slide state changes for p17, SAP, and m92 (wip)
merge from ai (still wip)
fix AI cover directions in dwellings
Fix gingerbread agent type and walkable mask
wip AI conversion for gingerbreads
code gen
Added gibs to gingerbread wooden crate
Generate the pipe meshes in a threaded job (non-burst unfortunately)
Unsaved Dweller skeletons, updated existing pose prefabs (mat fixes)
Disable underground layers for network visibility grid
Recalculate network groups for entities when loading saves
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Fixed one rowboat mount point not working
Lighting pass on Bandit WIP
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updated with damian's new prefabs
Create, size and init an AIInformationZone for dungeon instances.
AIInformationZone can be manually init'd.
dwelling prefab spawns gingerbread man