255,586 Commits over 3,990 Days - 2.67cph!
Fixed potential NRE in Construction.Placement
very low chance for duplicates (of blueprints you already know) when revealing
Fix bug when disabling/destroying AmbienceEmitters
Set player voice audiosource priority to max
devastating ak/bolt nerf - recoil penalty while moving
merge from main/ambience2
merge from main/ambience2
weapons can specify a movement penalty for recoil
m249 has insane recoil when moving (unusable)
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Lots of tweaks, fixes, and new bits
external stone gate now more rare
Salvaged sword & Machete now throwable
Organised Machete prefab folder to match other weapons
Stability neighbour notify only sends along female links
Fixed potential NRE in BaseEntity OnValidate
m249 actually unresearchable and uncraftable
Added stability.verbose convar (default off)
- 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
Disabled collision spheres in anim viewer
Stability floating point inaccuracy fix
DM now drills down through Goals until it finds a GoalPlan
-fixed IM NRE error, was caused by missing InfMap being queried straight after creation (ie. before threaded process made one)
SmartObject creates interactions properly again
Building construction states are seperate from the primary state
Buildings now store a list of interactions flagged by BuildingStates
Added shit UI to create different building objects.
added roots to unity scene with normal map and lighting map
added high roots to ignore list.
Exported unwrapped roots and baked out normal and lighting. added to temple scene
Adding missing files from previous dungeon branch
Character and Level Select basic textures.
More Interaction and behaviour refactoring
- Changes to Move() and calls
- More movement cleanup. Removed EntitySeperator entirely
Military tunnels doors on grid
First batch of bunker rooms
Anim viewer now includes owl
Fixed access to court friction