198,704 Commits over 4,140 Days - 2.00cph!
Load balanced the Local Dynamic NavMesh baker, that we can better guide what ms budget they're allowed to spend each frame.
Enable/Disable Dynamic NavMesh on bundled/world/ai.prefab now controls whether Local Dynamic NavMesh is used (only if full Dynamic NavMesh is disabled).
Disabled Dynamic Navmesh in world/ai.prefab.
Bootstrap tests whether DynamicNavMesh.Instance.enabled
Added a local version of the dynamic navmesh, where each npc update a local navmesh around them as they move around (experiment).
Selling drugs as a gang member adds to the profits of the gang.
TTT: Fixed 2 more exploits
TTT: Fixed 2 more exploits
Update TTT to its latest version - Fixes 2 DoS exploits
Update TTT to its latest version - Fixes 2 DoS exploits
Navigation component clears destinations list when the last is reached
More progress on HTN in Apex.
Flesh out Scientist HTN a bit more for better plan generation testing.
Make sure actions don't execute on plan generation, but is reserved for plan execution.
Adding addon mounting and autorefresh init to -timers parameter
Senses gizmos debug behind editor pref/options
Fixed Dispenser spawning items at origin
Fixed WarmthNeedSimulator always returning 0
Added dancing around the fire behaviour
DSE validation null checks (allow null settings refs in data)
Server side fixes for race mission
Gang serialization
Gangs replicate to clients
Gang UI updates when gangs are changed
saved truck max restored to original settings (keeping trim scene separate)