254,760 Commits over 3,990 Days - 2.66cph!
Leaderboard backup, run #
10683
Add lipsync component for sound components
Merge patrol heli revision
Fixed bug causing strafe to be locked waiting for rotation
Fixed some napalm bugs
Move further on flee
Orbit strafe now supports napalm
Fixed bug that could cause heli to be aggro'd after death
Fixed crazy flee height
Made rocket aimcone a bit less crazy
Swapped a distance check to distance 2d
Update Crowdin code to call the current version of the APIs because v1 is gone now
reduced orbit strafe distance
Fixed? RPC error on being killed with rocket
disable this in code code object
remove logs
Test chest prefab
Navmesh based chest spawner
Fixed storage monitor missing deploy guide
Wire slacking very first pass, adjustable using left shift + mouse wheel
temp Chest model
Animated chest top
reduce auto pickup radius
Delete RougeFPSTest.scene
remove ui on open
Check in patrol_helicopter_revision
Removed excess logs
Codegen
Debug = false
Set up coins again
Don't go below 0
Can buy chest with coin
More randomized muzzle flash
Orbit now listens to no go zones
Turn test items into prefabs
Start work on item chest
Fixed infinite loop :)
Danger zone score is now weighted weirdly (but it works?)
Check if player is in no go zone before strafing
Fixed bug preventing breaking of orbit
Added should debug boolean
Ensured zone states are only on the server
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-First iteration of danger zones added (nogo zones). If heli is damaged quick enough in a specific area it will avoid it
-Added console commands to test all heli states
-Added flee state - cant get aggro when in this state
-Ensured flee state runs if heli is within a newly added no go zone
minigun crafting
fix capacity
Fixed oilrig environment volume collision meshes not having read/write flag set
minigun loot setup
recoil setup, movement speed setup
Restoring old version of BiomeVisuals
More tweaks on the industrial combiner colliders
Crane LODs and colliders
Adjusted all crane prefabs
Decreased the minimum normal Y angle for socket free to enable aim blending (to include slopes and roofs)
Fixed laser detector snapping and deployment issues
Now deployable on any surface angle
Tweaked the handles position to make it easier to wire
Fixed industrial combiner snapping and deployment issues
Merged main into io_entity_snapping/2
fixed weird viewmodel animations causing minigun to appear too high