202,043 Commits over 4,171 Days - 2.02cph!
Fixing some client/server issues
Put task description in game time, to match the timers.
Some tweaks to melee hits (still not perfect).
Added Goal Momentum which can be broken by designated Goal Plans
Refactoring gang mission stuff
New package get gang mission type
Scenario editor workshop progress
Moved most postprocess stack shaders back to original folder to allow local builds
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Spawn basic "trade location" objects randomly in cities. Going to use these for missions
Second attempt at a black sludge fix
Misc grave fixes
Machine process can now define the conjunction used on the process ability, so it now supports "Cook Rabbit ON Spit" as well as "Bury Jim IN Grave"
Added some info text to the MachineProcessSettings editor to show an example of the machine process text
Integrated trading into gang missions
Fixed water shore flickering when TSSAA is enabled
Make the package get mission wait time four minutes instead of 30 seconds
Removing an accidental include which should also fix builds.
Added support for mission tasks to have custom descriptions per mission
Added custom descriptions to some mission tasks. Edited default descriptions.
WIP environment blockout / foldercleaning
adding random rotation to top tile to break the pattern repetition
Merged from main to branch latest version of melee system.
Options menu is accessible again.
Item stuff.
Spawn positions are now memorized by NPCs.
Melee swing misses should affect stamina too.
Added NPC Leash fact and sensing.
NPC behaviour in Apex now returns to spawn when leash is tight, becomes invinsible for a time and forgets it's enemy target.
Added Deaggro range stat to NPC.
When target is outside deaggro range, it's "out of range".
When target is outside aggro range but inside the deaggro range, it's in "vision range"
When NPC is roaming, if outside max roam range without a target, navigate to spawn.
Allow changing to nav_disable at runtime to stop all AI ticking.
Forgotten UnityEngine.Profiling