111,277 Commits over 3,928 Days - 1.18cph!
Tweak sequence length ranges.
Negative modifier tweaks.
Fail state can now apply player modifiers.
Pressing a wrong key will now fail the QTE.
Add some placeholder modifier effects for fail state.
Merge from main -> copypaste
QTE entity start/stop/complete triggering.
UI interacts with the entity.
Completing the QTE now triggers the entity completion methods, ending the gesture, hiding the UI and clearing any associated player for SingularInteraction qte entities.
Basic initial QTE sequence generation, just string based for now.
Trigger QTE event properly and with generated sequence.
3p anims + updated worldmodel anims
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
Updated english engine.json file
Fixed halloween hunt score announcement typo
Merge: from requesttrees_spike
- Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early)
Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
Clean: removing leftover log
Tests: none, trivial change
Merge: from main
Tests: none (no conflicts)
Bugfix: Don't try to send tree batches to disconnected players
- Also replace a broken link in a comment
Tests: In Server+Client mode disconnected the client - no NRE
Fixed join gesture getting left on the screen when cancelling rps
removed random water body
Halloween dungeon population 1
Can now collect Scarecrow heads with skinning knife
Directional surface stuff WIP
Enabled halloween event
Enabled Scarecrowpopulation
Updated collectables
Added bone collectable
Frank default table craftable
Enabled portals
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- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
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Replaced radiation removal tea with the anti rad tea in the food cache loot table
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
Don't show NPC vending machine names