200,917 Commits over 4,171 Days - 2.01cph!
fixed items missing hostile score
Networking issue: More testing again
Continuing to improve AI for Compound. Searching for lost targets and tightening up some lose ends.
Zombie groans return. All character types can now have custom prefabs if they like
Networking issue: KotH map blank
Networking issue: Trying a framerate limit
Fixed activity UI hiding itself
Let convar set target fps on server, for testing
Settlement creation UI is shown before the entity itself is created (fixes entity name not getting set before other systems kick in, like GroupNeeds triggers)
Fix the NetworkGameMode score hack with a different hack that won't generate tons of data. It was thinking that the score changed every update tick
Handle the fact that server doesn't actually serialize if there's no-one connected. Stop it trying to SetDirty all the time in that situation. +bugfix
Set a server framerate cap of 120, to avoid bugs like the one we had in the future. Max SetDirty sends per second for each object will equal the server FPS cap
Oops, didn't mean to commit my KotH score change
Fixed some issues with criminal character assignment
Give NPCs and bots the same view punch + recoil us humans have to deal with
NPCs/bots so bad at handling punch/recoil, I've turned it back off for them.
Clearing crimes correctly after a criminal dies
Compound terrain blend map fix
Compound terrain blend map fix
Final scientist sentry files
Updated sentry static NPC prefab
AI tweaks (LOS tweaks and AI behaviour tweaks).
Include terrain in BaseEntity.IsVisible
removed buzzing sound and smoke from light fixtures 'on' prefabs
Fixed error as warning msg.
Socket_Base shit is done in DoPrepare instead of OnValidate
Improvements to Entity.GetKeyValues() - Vectors actually work now, added support for FIELD_SOUNDNAME and FIELD_EHANDLE
Fixed monument navmesh on Compound
Update Compound scene with new monument navmesh settings.
Geiger Counter optimization
temp removed style 06 from hairsets, tweaked hair materials further to look less flat, added some more fuzz to hair_strands_diffuse texture to make hair look fuller
Removed old junk system plugins folder
Added System stuff to plugins, set up references.
Moved statequeue and interpolation
hair fuzz and material changes from hair_caps
Tweaked last known position movement AI.
Another monument navmesh tweak at Compound (last one)