201,593 Commits over 4,171 Days - 2.01cph!
added high roots to ignore list.
Exported unwrapped roots and baked out normal and lighting. added to temple scene
added roots to unity scene with normal map and lighting map
Added shit UI to create different building objects.
Buildings now store a list of interactions flagged by BuildingStates
Building construction states are seperate from the primary state
SmartObject creates interactions properly again
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
DM now drills down through Goals until it finds a GoalPlan
Stability floating point inaccuracy fix
Disabled collision spheres in anim viewer
- Majorly reworked more movement stuff. Completely removed BaseEnemyMovement component. BaseMovement is now purely resposinble for providing movement and collision functionality, driven by new AI components or player controls.
- Removed BaseEnemyMovement script from all enemies, now just has BaseMovement
- Added the new basic enemy AI component to all enemies and transferred behaviour settings that used to exist in BaseEnemyMovement
Added stability.verbose convar (default off)
m249 actually unresearchable and uncraftable
Fixed potential NRE in BaseEntity OnValidate
Stability neighbour notify only sends along female links
Salvaged sword & Machete now throwable
Organised Machete prefab folder to match other weapons
external stone gate now more rare
Lots of tweaks, fixes, and new bits
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weapons can specify a movement penalty for recoil
m249 has insane recoil when moving (unusable)
merge from main/ambience2
merge from main/ambience2
devastating ak/bolt nerf - recoil penalty while moving
Set player voice audiosource priority to max
Fix bug when disabling/destroying AmbienceEmitters
very low chance for duplicates (of blueprints you already know) when revealing
Fixed potential NRE in Construction.Placement
Fixed potential NRE in Planner.Server DoBuild
LOD fixes for building parts doorways
Manifest (ambience changes)