201,025 Commits over 4,171 Days - 2.01cph!
prefabs and asset setup for facial hair 04
Added kneeling version of 360 anim to player controller
Added deadzones to anim
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)
Updated Hapis spawns
Water junkpiles now spawn on Hapis
Faction rep changes
Karma and rep stuff in combat log
manifest, code gen
faction_system prefab fix
reduced water junkpile spawn rate
NPC hits/kills now properly affect karma and rep
fixed player rep standings being cleared on init
hacky attack cooldown karma/rep stuff
Log warning when NPC spawns without any loadout.
fixed missing UI combat line prefab for karma/rep changes
fixed combat logs not properly saving new values
fixed player reputation first hit cooldown getting reset incorrectly
another rep first hit fix
merge into main
360 look in rowboats
Enabled normal / tangent import on triangular wall conditional models (Windows missing shadow fix?)
offshore tweaks for better junkpile spawns
fix for ch47sci killing actual players not just NPCs when leaving map (rare admin edge case)
nothing important (merge into main)
faction ranges, rep rewards exposed to data
Disabled player model pooling by default
Network++
Broken rain mats.
Loot improvs.
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.
Fixed server use distance regressions
set Initialized to true before refreshing saves in LoadGameWidget
don't wake up from being cold
comment explaining what I did in LoadGameWidget
Removed all old npcs from the project, ported hobgob and dragon to new NPC system
Removed all old AI related code
Removed convar controlled spawn pops
Manifest, codegen
Fixed navmesh setup not happening
basket finding tweaks so cooks don't try and fail to fill already full baskets
disabled flies fx
replaced bag drop with something
Larger prevent build volumes on water junkpiles
Navigation.NavigateToEnemy NRE fix
Foliage polish / color corrected new foliage / added custom vertex normals / rebaked billboards
Don't count disconnected players in z game mode