121,667 Commits over 4,048 Days - 1.25cph!
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attachment sounds no longer play for NPCs upon first spawn
NPCs can optionally skip their deploy delay
bunker entrance NPC spawns
Added NPC_TunnelDwellerSpawned prefab.
Added AI design for it.
Manifest.
Added Vector3 reserved Position memory slot to AIMemoryBank.
Added MoveToVector3 AI state.
NPCSpawner can override LOS sense check as part of stat modifiers
terminal exterior pre vcol
Merge AIInformationZones and AI data after dungeon is created
Fixed missing sfx on new hatchet/pickaxes
First pass on crafter loot panel
Add support for Inventory loadouts to include blueprints
Restrict blueprint slot of crafter
Fixed incorrect weather effect interval change from yesterday
Fixed winner and standoff result calculations
Added extra slots to horse lootpanel in loot panel scene
Added surrender support (mainly for players leaving the table or getting killed suddenly during a round, but can be an optional move too - pays half the bet back).
Disable static colliders on HLOD affected meshes (very experimental, probably going to cause issues)
A clearer change to GetIdealContainer in ModularCarGarage now that I understand better what went wrong in
72669
NPC corpses will no longer use streamer mode names in their loot panel if streamer mode is active
Fix NPC ragdoll clothing going missing if a player leaves and enters network range
Dead NPC's will no longer display clothing/belt rows in the loot panel
Fixed ModularCarGarage method being GetIdealSlot instead of GetIdealContainer. Removed obsolete comment.
Testing out quadtree meshing
Fixed the very first right-click of a vehicle module from player inventory into a vehicle on it modular car lift eating the module.
Fixed code locks appearing incorrectly when using authcount command
Use the CheckSphere position instead of randomizing within the quadtree node
Run CheckSpheres after building the list of candidates in WorldPositionGenerator (reduces the number of CheckSpheres needed by a lot)
bunker entrance NPC spawner
Fixed fireplace outputslots
added effects folders for lumberjack tools, pointed anim events scripts on vm prefabs to new paths
Hapis: Priority InsideTerrain violation fixes.
Use the campfire as a guide mesh for the cursed cauldron like we used to, because of rotational faff.
Fixed worldpositiongenerator EvaluateCandidates using 2d coordinates for spherechecks
Instantly lerp ambientvolume values if loading screen was just active
Added ForceViewAnglesTo RPC to baseplayer
dungeon mission baseline
Skylight model
-Created LODs
-fixed baking issues and changed PBR values
-Added collider, and updated the prefab
Fixed/Updated Cursed Cauldron static variant.