193,442 Commits over 4,079 Days - 1.98cph!
Fixed rotation issue when reloading etc
Improved NPC vision system + some extras
Increased car tyre skid sound threshold
Refactored TargetFilter plans, which are now created and held by the AI manager for cleaner lookup
TargetFIlter desire creation now supports momentum simulator method selection via editor reflection + dropdown (members from DesireMomentumSimulators
Added some help text and field labels to SpawnPopulationSettingsEditor
Disabled tribe mood color grading effect
reduced size of vending machine icon to prevent text clipping
lower right vending machine text displays number of items per sell order
vending machine has higher health
water bottle, bota bag, buckets no longer considered 'hostile' to peacekeeper turrets
shopfront can't be stacked on itself
turrets no longer consider dead players hostile after they respawn and run back
fixed being unable to rightclick-move objects into customer side of shop front
no longer show crosshair when aiming at a "Not Player Usable" collider of an entity
Automated Linux DS Build #33
NPCs can open and close doors, although it confuses them greatly. They just love using the doors too much
Automated Windows Build #33
Automated Linux Build #33
Automated Linux DS Build #32
fixed flamethrower going through shopfront
shopfront has same health/protection as sheet metal wall
small delay with process indicator when both parties have accepted (less jarring)
Automated Windows Build #32
Automated Linux Build #32
Added convars to toggle "immediate invalidate" feature on batching systems
Fixed race condition in mesh batch threading
Fixed billboard shadows
Fixed ST/foliage deferred transmission
Senses now uses AwarenessRadius for the entity perception check.
Convars to toggle batching threading
Bunker room prefab update
Pipe variants, prefabs, LOD/COL
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true
AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired
Updated car rig - save params, new drift mechanic
new tutorial task SFX test
wip valid target prediction for movement highlighting
correct settings for world model fbxs
adding normal/ao/vertexcolour to hex blocks
CodeGen (client compile fix)
Renamed Gunker to Shooter, fixed default squad attempting to have more units than max
Fixed issues with batched LODs getting randomly stuck
Increased the movement cost of heigher terrain
Ai: don't try to eat alive stuff
Ai: fixed not fleeing