194,193 Commits over 4,079 Days - 1.98cph!
Some better class naming for central ai systems
Wrapped NavMeshAgent with some safeguarding around dangerous functions/properties.
Some basic logic for party combat, still pretty janky
Scene stuff. Prefab tweaks.
Ground texture scan branch
reputation system baseline, ui bits
bradley normal map fixes
bradley emissive fixes
bradley LOD fixes
idle sounds
engine exhaust
Instancing on city assets.
No barnacles on the larger shore rocks.
cleaned up shader some more
made weather wind lerp happen sooner so people can see the nice wind shader quicker
made big tree kinda work with new system
Updated merge with how we do things on branch.
Removed Safeguard (we'll deal with this in the spawn handler instead).
ore nodes new files & prefabs
improvements to weapon sticking.
added headshot procs
set windzone main to 0 as seems to not get init on startup
Started reworking mission panels in game, added distance
AI now prefers to hit multiple units or kills, not so keen on injuring or killing it's own dudes
Updated ASE to 1.1.0 dev 004 + time fix
AI best dmg scoring stuff (wip)
Navmesh agent safeguard should be a server component. Re-enable Kill command.
Gang emblem sync fix? Need to test.
fixed issue with semi auto pistol vm deploy animation
Commented out Kill command from safeguard.
Delay for retries to put an agent on the navmesh increase in length with each try up till the cap.
Added some more rigorous sanity checks where navmesh agents are concerned.
Added a navmesh agent safeguard that will help agents onto navmeshes, or kill them if they fail.
Fixed being able to invite animals to a party (filing this away for future turtle party dlc)
Party members now sneak if their leader is sneaking
Made the player collider skinnier so you can get up and punch more convincingly
Rock prep
Terrain tweaks
No green hue cast on bare overgrowth
No more pistol in fists worldmodel
Assigning root motion node to root transform on anims
Networked fists. Player's fists now live in a tiny fist container