198,677 Commits over 4,140 Days - 2.00cph!
merge from /main/TrainCornerCollisionFix
Fixed triangle frame inserts stacking - revisit
59237 next week
Bunker room scene - prefabed the bunker room externaly and made variant prefabs where suitable
Setup shadow proxies for bunker rooms
Better side hit detection
Set up my test map for bug repo
Added foliage_procmap_v3 to World Setup prefab
Updated temperate foliage materials / lowered wind intensity / softened normals on grass and moss
Optimized spawn settings for temperate grass
Tweaked distance tiling on grass splat
enabled batching on more art
Fixes for buoyancy sleep checks.
Hammer: Fixed custom "detailmaterial" not showing in the editor
removing overgrowth scene from scene to prefab 'loop'
Prefab nesting to preserve links and enabled batching on more props
Hammer: Added targetname keyvalue to light_environment (with a warning about file size) and updated the key names and help text of other keyvalues to better explain what each key does.
revert changes to buoyancy script
Hammer: Fixed custom detail.vbsp in map properties not having an effect in the editor itself
▌▋▄▄▉ █▇██▋▇▌ ▍▋▌▆▄▊▌ ▋█▊▌█▄ ▋█▋█ ▌▊▉ ▊▍▉▌▋▍ ▆▉█▅▋██▇ ▊▍▄▊▇ ▌█▇▇'▅▌ ▊▄ ▋ ▄▊▍▉▅▌▅▄
navigator tick experimental changes
Hammer: Added icons for env_sun, point_template and info_lighting_relative, adjusted icons for env_skypaint, lua_run (To remove the ugly white lines around the image) and info_lighting
Update animal AI design to now use StateError and StateFinished when roaming
updated mil tunnel scientist AI design
▄▋▅█▌ ▊▋▌▇ ▉▌▉▇▍▍_▊▍▄▇▅▅▉_▄▉█_▌
small Chase / TakeCover state improvements & cleanup
█▌▄▌█▄█ ▇▍█▊▅▆▇▌▋▊▆▆▍▋▋▉█▅▌▆▇▍ ▋▆▆▊█▉, ▍▅▇▌▆ ▄▉▇▅▌▋▌▊▅▄▄▌▍▇▇▊▇▊▋▊▌▄ █▆▅▇▉▌
▍▉▇▊▄▅▍▌ ▌▄▌█▉▌▅ ▅▆ ▊▆▉▊▉▇'▅ ▄▆▇ ▋▊▍ ▍▄▆▇▆▍▇ ▊▊▊ ▇▇▋ ▄▇▌▉ ▊▄ ▌▌█▆▅▅▇▆▆ (▉▋▋▆▆▌ ▅▌ ▆▅▊% ▅▌▉▍)
Added reserved position and entity slot enums for AIMemoryBank, switched placeholder hardcoded values to use them.
Animal roam state now returns to home point if no suitable roam points are found from current position.
▌▇▉▋▆▊▅▌▇▉▍ ▆▌▋▇▊▉▅▅ ▄▅▉▊▋
▆▉█▅▌ ▄▌▇▍ /█▋▍▋▆▆▋▇ - ▆▄▌▋▌▅▊▇ ▋▇ █▊ ▆▇ ▅▇▆▋▊▉▍ █▊▍▇▋
Added BestMovementPointMaxDistance and BestCoverPointMaxDistance to BaseNavigator. These can be used to optimize AIPoint lookups per AI npc/location. This allows the new grid to still be used for optimizations whilst still working for the tunnel dweller range changes on main.
Carry out repeated UnparentDelayedCheck checks a bit less frequently
Clean up the list, remove any orphaned failed IDs that aren't children anymore
Prefabed oilrig structures to make updates easier
Shadow proxies pass on oilrigs
Expands on Jarryd's post-unparent-failure safety check. Instead of checking once, keeps checking at intervals until it's confirmed that the player is outside the bounds and unparented
removing old residential buildings prefabs
shadow proxies for residential buildings, prefabed residential buildings and variants from compound to make future updating easier
Fix inverted ShouldUnparent
Commit Jarryd's backup check: "0.5s after we reject an Unparent check all parented players to see if they are still around and unparent any that are invalid"
Be safer with the padding check (won't affect work cart as it has 0 padding anyway)
Merge trigger exit fix -> Workcart