133,206 Commits over 4,293 Days - 1.29cph!
Addressing code review feedback
- implement ResetState
- update prefabs instead of upgrading in preprocess
Road splines for new tunnels
StaticGroups can now be saved and read from bytes.
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Large neon sign RendererLOD, manifest
Add medium animated neon sign
Large animated neon update + icon
Fixed some baking issues + hooking into S2P
Large neon sign no longer animatable
Added large animated neon sign with 5 frames
Change "Duplicate Frame" into "Copy Previous Frame"
Road tunnel entrances backup
Fix censorsigns not censoring already loaded signs
Merge from xmas_2020 (sign bug fixes)
Fix neon signs being shut off when the textures load in
Fix older signs not saving images anymore (server thought the sign has 0 frames)
Fix signs images only appearing on LOD0
Fix frames 2 and 3 being far away from the sign
Fix NRE when trying to paint on normal signs
Added built-in SetDestination rate limiting to the new base navigator.
AIInformationZone optimizations & cleanup.
Senses update now ticks regularly.
IsVisible ai event optimizations.
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Actually revert accidental ProjectSettings changes
Revert accidental ProjectSettings changes
Fix opening a sign for editing turning the sign off locally
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remove stray debug.logs from sled sound stuff
First pass at sled sounds
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Started work on the proc map variant of foliage_v3
Refactored group manifest
Scientist aiming/direction.
Moved remains of targeting and attack ticking out of HumanNPC.
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