192,988 Commits over 4,049 Days - 1.99cph!
set Initialized to true before refreshing saves in LoadGameWidget
Fixed server use distance regressions
Refactored Builder component to hook into the Agent's Desired Target instead of having its own target tracking.
Added Condition to check if something is registered to the Desired Target in any way.
Woodcutting AI only stockpiles things that aren't registered.
Navigation logs gated by navigation logging bool.
Broken rain mats.
Loot improvs.
Disabled player model pooling by default
Network++
faction ranges, rep rewards exposed to data
nothing important (merge into main)
fix for ch47sci killing actual players not just NPCs when leaving map (rare admin edge case)
offshore tweaks for better junkpile spawns
Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
merge into main
360 look in rowboats
another rep first hit fix
fixed combat logs not properly saving new values
fixed player reputation first hit cooldown getting reset incorrectly
fixed missing UI combat line prefab for karma/rep changes
Log warning when NPC spawns without any loadout.
hacky attack cooldown karma/rep stuff
fixed player rep standings being cleared on init
NPC hits/kills now properly affect karma and rep
reduced water junkpile spawn rate
faction_system prefab fix
Faction rep changes
Karma and rep stuff in combat log
manifest, code gen
Updated Hapis spawns
Water junkpiles now spawn on Hapis
Agro improvements (NPCs will defend their settlements when under attack)
Added new PlayerReputation component which deals with karma and faction reputation
Faction system entity for server side faction standings persistence
Factions have default standings with other factions and players
Attacking other players and NPCs affects karma (faction rep todo)
Added kneeling version of 360 anim to player controller
Added deadzones to anim
prefabs and asset setup for facial hair 04
cl_showhitboxes
fixed ray traces to scaled hitboxes
Refinery lootpanel update
Phrases
IOR prevention on loadout in NPCPlayer.
wip career balance changes (easier teams)
bug fixes.
AI context owns its facts array, not the NPC (makes fact management a little more consistent)
Reworked NPC AI a bit
Settlements have names
Renamed "super charge" stuff in AI to reactionary target/react to etc
Fixed a few more of the playtest bugs
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Beech and oak color tweaks / material tweaks
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