127,288 Commits over 4,109 Days - 1.29cph!
Merged changes from main.
NPCSteering.Goal is now a struct.
Added terrain to all rad town prefab scenes
Updated terrain modifier generator for more control
Added dedicated lake noise
Allowed forests to spawn in lower altitude areas
Added terrain anchor generator
Fixed TextureToColor yielding incorrect results
Fixed terrain modifier generator ignoring splat edge fade
Updated radtown scenes
Updated radtown prefabs
Merge from radtown-prefabs
Protocol++ (network + save)
Updated dirt coloring under decor rocks
Applied new dirt coloring to cave prefab
Connection status screen, disconnect, retry
Reduced GC allocations by NPCSteering.
GenericSpawn system for radtowns
NPCLocomotion now rejects invalid movement goals.
checking in shotgun with material and textures
Corrected NPCSteering profiler label.
Ops, increased AISense distance interval a bit.
Reduced AIHandler time out.
Death screen
Multiple sleeping bag spawn buttons
Sleeping bag timers
Sleeping bag names
Life stories boilerplate
Fixed bug with DropToGroundLookAt
Added LootContainer
Refactored code for radial spawners
added an animations for the player bandaging his arm (1st and 3rd person)
Improved native noise failure detection
Added safemode argument (boolean)
Added more details to the managed noise fallback exception
Removed unsafe keyword from noise fallback
Merged changes from main.
Decision.State now works with AITarget.
Spawn bright clutter rocks around bright decor rocks
fixed bug with the footsteps not playing when moving diagonally.
ContextMap no longer produces NaN when given a vertical Vector.
First pass at a more centralized sound system
Move rock sounds to new system
Fixed AI danger steering.
updated radtowns to use new loot system
Sleeping bag rename dialog/menu/rpcs
Sleeping bag timer
New normal map for the new terrain dirt.
bugfix for disabling save on genericspawned items
Added more native noise backend logging
Finalized 3 new ground textures.
Fixed server compilation (EffectRecycle)