2,728 Commits over 548 Days - 0.21cph!
Further optimisations
Pooling used for other lists
Now checks list of hits instead
Pooled list
InvokeRepeating on obstacle update
Fixed issues with scrap4sale in bandit
Fixed weird merge issues
Fixed scene not being pushed
Merge main - that was a pain
Clean up player target code
Added an ignore list. Standard targetting methods use the list to cross reference new possible patrons
Now travels on roads supplied from new list
Created seperate lists for each category of road. Adjusted road layout and road ring to add to the new lists.
Merge LOD conversion multiselect
Made RendererLOD conversion multi selectable
Add subtle wind offset and sway
Reimplemented movement tilt
Added smooth time. New direction calculations
Changed GetHackableCrates over to just checking the child entities, and set to private
Fixed saving issue with debug language
Set default debug language back to 0 - sorry!
Prevent heli from crashing at quarry
Patrol points now take the height of the ground into consideration
Patrol heli now more likely to grab a position from the first 70% of the map. Avoiding the edges
Patrol heli now drops flares when entering a flee. Should help give some player feedback
Additional check to ensure heli wont retire when dead. Hopefully patch not crashing when rotors disabled
Doubled heli lifetime from 15 mins to 30 mins, to give more time due to the flee states
Increased linger time when trying to retire and been damaged recently
Hack to ensure damage effect comes up
Can now grab count of hackable counts on cargo
Cargo will now stay long enough for the last crate to be looted should it exist
Merge main - fix conflicts
Merge main - fixed conflicts
Overheating now causes food and hunger penalty instead of health loss
Ensure scientists won't be targetted by heli
Rigidbody and speed information now applied to wheels on the clientside
Fixed vendor not restarting properly after stopping
Initial work on stopping for bradders
Setup vehicle pusher in front of vendor - shunts cars away
Fixed collider issues on sentrys again
Fiannly got turrets working on vendor
Setup vendors own type of vending machine rather than using weapons one
Vendor now grabs reference to its own machine
Force machine on map update
Code cleanup
Ensured travelling state and waiting state can move around seamlessly.
Brakes state now dependent on travelling state
Vendor can now be stopped by a player gesture
Used a state machine instead