199,327 Commits over 4,140 Days - 2.01cph!
Added AddToWaterMap script to waterbodies in swamps and bandit town
More deleting old proto code
Jobs can require building ownership slot assignment
Ownership assignment slots show for crafting stations as well as homes
Added WIP crafting station UI to the building inspector
Fixed bigwheel being too massive
missed file from last checkin
Adjusted bandit town terrain anchors
Adjusted distance between medium sized monuments
Added more bandit guard spawns to bandit town.
All old proto code gone that can be gone.
Updated wooden cabins
Added static metal shopfront
Fix for one of the lanterns blocking the path in abandoned cabins
Reapplied terrain anchor tweaks
Bandit town scene to prefab
Swamp cabins scene to prefab
Made splats around the bandit town less circular
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Swamp_c made splats less circular
Removed crafting job from crafting modules.
Goals can continue current job if job is null.
Attackers will get as close as possible to their target if target is sleeping.
Changed water body coliders to cylinders
Merge from bandit_town_tweaks
Tweak to boar topology preference.
Fixed job toggles not showing
Reduce janky movement for bandit guards when they lose sight of their target.
updated bandit town vendor names
updated bandit town black market/weapon vendor
crude now buys 1 scrap for 6 instead of 10
extra pickles
Experimenting with remembering the last tick result in order to make the modules compete with each other properly.
Refactored fog to combine atmospheric scattering and fog volumes (clean+opt)
Added combined fog support for transparent surfaces
Removed height density bounds from atmosphere volumes inspector
Added combinedfog support to all relevant particle shaders
merge into main
protocol++
green keycard buy price reduced to 15 scrap
Death cam work. This is more of a spectating overhaul that'll make spectating work better, and let the death cam and spectator share its code. May even be able to remove the whole spectator character type as most code is ported to the camera itself.
If a player respawns while we're in vantage point mode, automatically retarget to them
Fix death cam not stopping properly on respawn
Adjusted some NPC health values.
NRE check on NPC hostility consideration.
Navmesh safety check when NPC tries to move to last known location of target.
Improved some coverpoints at bandit town.
Bandit town scene2prefab.
Some bandit guards should never move.
Bandit town scene2prefab.
fixed some tree smothing issues
fixing more tree shading issues
disabled shadows so I can test on steam (will revert soon)
Fix ordering issues when starting to spectate