198,696 Commits over 4,140 Days - 2.00cph!
Billboards for arid bushes / added missing leaf sound triggers to prefabs
Added mat_dumpmaterials for debugging purposes
Reduced wait time in the confirmation dialogs from 2s to 1s
Connect confirmation dialog now pings the server and displays info about it
Added serverlist.PingServer
Fixed potential issues with serverlist.PlayerList (not canceling the request when destroyed too soon, trying to call nil objects)
19/11/2020
40300 skin Icons
Small amount of boats and rideable horses now spawn procedurally again
Undo unintended changes to the example nextbot npc
Mostly fix getting stuck on its side
Fixed inconsistent NEXTBOT:OnEntity(Lost)Sight behavior
HumanNPC cleanup before starting to move stuff out
Do not try to precache HL1 models/materials on map load, for cases when HL1 is not even mounted
Do not force precache HL2:Lost Coast harpoon either
Fixed HL1 scientists screaming non-stop after getting damaged
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.
Added "Assets/Prefabs/Reserialize Selected Prefabs"
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
more conversion, sense fixes
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Fixing some movement issues
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EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
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Committing GameManifest LootSpawn generated files (build time debugging)
Committing some more prefab auto-updates
vm chainsaw - fixed issue with jacket clipping camera
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EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
Spice bush and willow bush billboards
merge from lower_face_wearable
Added Harbor phone booths
Adjust train engine power and drag
Train now moves at correct speed on cubic hermite splines using a lookup table. Some slight jitter that I need to look into
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Working on a lookup table to allow a constant rate of movement along cubic splines. The simple "spline t * distance" system existing in PathInterpolator doesn't account for the shape of the spline, causing the train to slow on curves
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Debug.editorselectinrange now works in demos and will use the position of the debug camera for it's origin if it is active
wip scientist memory/senses conversion
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Can now deploy and pick up the drone
WIP fixing collision and landing logic