106,546 Commits over 3,836 Days - 1.16cph!
Removed crate_normal from powerline C and B
merge from shadow_proxies_review
merge from nuclear_missile_silo
merge from nuclear_missile_silo
Layout fixes, clicking on an entry now moves the map to that marker
First pass on showing a list of current map markers on the left of the map screen
Remove pooling from scientist nvg suit to resolve pooling errors (still needs more investigation for a better fix)
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Apply BoneRetarget script to scientist nvg suit head lights
Apply BoneRetarget script to scientist nvg suit head lights
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Fixed elevator button not opening the doors at a given floor if you press the corresponding button while the elevator is idling at that floor
Added a hurt trigger to the underside of the hatch right above the rocket. S2P.
Fix not writing normal characters when escaping string
Ignore NPCs when calculating aggregate items on a server
Updated names of the CCTV cameras
Added new camera that allows you to see the exit from a different angle
Added interior lights to some exterior buildings
Added light poles near chainlink gates to further highlight the entry points at night
Added a light near the exit to help with CCTVs at night
Scene2prefab
Close eyes of players who transferred servers and are still loading in
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merge from sentry_staging_fix
Fix sentry looking for outdated "main" branch, instead look for release via "experimental/release" & "release"
guards/peacekeepers can't be blinded
Updated remaining relevant scientist AI designs with blinded state container
Movement tweaks.
Simplify implementation.
AI design.
16x8 frame setup. More optimal for the duration.
Implemented blind state so that scientists run in random directions in a small space while blinded.
Merge from main -> gameplay_metrics
Fix loot marked as "not in monument" when category is an empty string
Added IsBlinded AI event. Implementation and UI prefab.s
6point shader test setup for Diogo
stairs spiral triangle and landing offset fix
BaseBlindedState, scientist BlindedState.
Added AIState.Blinded type.
Added AIDesign.GetFirstStateContainerOfType function.
Brains can toggle if they can be blinded or not.
Added BaseAIBrain.SetBlinded(..) which can also change to a blinded state container if there is one in the AI design.
merge from steam_nickname_improvements
merge from invokehandler_nre