199,013 Commits over 4,140 Days - 2.00cph!
added happy and sad idles and stopped some happy looking idle variations happen when unit is sad
Chair models/LODs/COL/Gibs/Textures
Prefabs/skinnable setup
ItemScreenshot scene update
made happy walk more happy
Fixed npc culling NRE after leaving server
Enabled back culling and variable visupdate rate
Batching cleanup and fixes
Vis double checks collider enabled state
Testbox and a little biome stuff.
Add ability to schedule sounds for future playback to SoundManager
Physics sound playback improved
Vedning machine plays purchased item's physics impact sounds
Creating weapons firing events at the bullet hit point as well as at the firing point. Lets NPCs react to shots that land nearby but come from far away
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