106,559 Commits over 3,836 Days - 1.16cph!
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
Updated exit puzzle to require only a button
Moved keycard reader to the top and tied it to opening the bunker hatch
Added a new CCTV camera pointing at the exit
Added a static computer station to the security room (needs some improvements)
Created a new material for the small mesh paths that looks less repetitive and intense
Reorganized exterior lighting and added Light Group At Time script to disable some lights during daylight
Scene2prefab
fixed mismatch - collider displayed instead of visual mesh
Set duration/range.
Added BlindDurationModifier to BaseAIBrain so individual AI types can be blinded differently.
Test debug log.
merge from building_skins_3
Applied shelved previous work.
Merged to date from main and merge fixes.
Initial fixes/wip.
added foldable targeting computer for paddy
Adobe skin simple stair is see through - updated colliders and gibs
Fixed some adobe prefabs using brick or other skin collision meshes, figured this would not ship with it, needs its own resource
Renamed correctly a bunch of gibs in brutalist skin, some misnamed LODs
merge from ai_aboveground
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merge from building_skins_3
merge from nuclear_missile_silo
merge from /nuclear_missile_silo/timer
In editor, tell client-side ragdoll colliders to ignore server-side corpse colliders
Added QuadDecal class for basic no-deferred decals. Applied to glass (all other decals I could find are using DeferredDecal). decal.clear console command now clears glass decals.
Fixed material type on ext sign colliders.
NMS S2P
More tiled cubes - metal and concrete alternatives
Updated a few props to use RenderLOD
Added signs_generic_backface texture for signage used on fences
Applied backface material to existing nms fence signage + added collisions
NMS S2P
NMS MonumentIsland scene for testing
Flipbook files (2 variants)
Set category of loot from powerlines as "powerline"
Added a ring of damage triggers around the edge of the NMS hatch that only activate when closed. NMS S2P.
Added colliders for quarry deployable and diesel engine
merge from nuclear_missile_silo
merge from /nuclear_missile_silo/timer
optimizations, compile fixes
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