257,719 Commits over 4,049 Days - 2.65cph!
Fixed some spawners not using stat overrides.
Set scientists to spawn with a chance to use healing items.
s2p.
Another AI data pass: more cover/move points, added extra npcs and patrols.
Add GameResource to Recent opened list when saving in inspector
More topological improvements and height fixes.
Added loot to the new NW mine.
Topo mask improvements.
Backup 2022/05/23 06:50:00 UTC
Merge from io_open_close_sounds
Add open and close sound effect fields to ContainerIOEntity
Hook up existing auto turret open/close sfx
Update death screen after merge
Merge from workcart_deathscreen
Fixed players with the same name as a prefab displaying as the prefab instead of the player
Merge from answering_ui_fixes
Backup 2022/05/23 00:50:00 UTC
Update spraycan inventory
Fix PropagateNetworkMode - todo: make it work with groups and subgraphs
Remove annoying assert in utils update cycle, usually happens when blend node has missing child, which we're already warned about anyway
Keep a flat list of sorted update nodes in fixed data
Keep a flat list of sorted nodes in fixed data
Backup 2022/05/22 18:50:00 UTC
TTT: fix weapons disappearing during round reset
As per #1887, weapon entities that are part of the map (as opposed to rearm scripts) are recreated by the map reset. At that point players are holding nothing and could pick up the recreated weapon entity. This would then be stripped again when the players got respawned a moment later.
We avoid this by tracking whether a map reset is in progress and preventing weapon pickups during that time. (Based on a different solution proposed in #1887).
Closes #1887.
Backup 2022/05/22 12:50:00 UTC
Fixes for core layer graphics
Fix fixed data returning incorrect update node
GetOutputNodeLocation now works
Abstract reflections for all differing reflection types
Ambisonics calculator & Simplify effect creation
Getting update nodes from graph binding now uses init path
Backup 2022/05/22 06:50:00 UTC
Add node location to init context so CreateUpdateNode has some context for grabbing child update nodes
Finish up the pathing processor
Setup source & listener for pathing simulation
Add update node to correct manager
Reserve nodes
Remove some old test code
Move node tables to update node manager, keep sorted node ids in fixed data
Start working on update node manager that fixed data can use, hopefully this is a better way to go about it
Backup 2022/05/22 00:50:00 UTC
Fix groups and subgraphs returning their own internal context instead of the context they're in
Override footstep volume
Jump & grounded sound effects
Ducking improvements
Backup 2022/05/21 18:50:00 UTC
Add strafe_disable_mapcycle for mapping/testing
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Fixed case where baked workshop stage scripts wouldn't load
Begin pathing simulation & processor
Use same atlas for UI and world core layers