192,879 Commits over 4,049 Days - 1.98cph!
[D11] [UI] forgot to add the new vital bar prefab file
Adds SFX for sliders in FE
Adds SFX for sliders in FE
End of greybox
Excavator scene re-organisation
Terrain dressing base
[D11] Fix achievement when killing scientist with rock
[D11] Player game data save changes - client side achievement fixes
[D11] Server side achievement fixes
Prevent RandomDestroy objects from being considered for instancing
adds info panel sfx for join server
adds info panel sfx for join server
[D11][Tutorial] Fix for issue #1032, objectives will overlap when moving between inventory and crafting screens
Experimental SFX precache for Adam to try
Experimental SFX precache for Adam to try
[D11] DTLS reliable-order message handling integrated.
[D11][Tutorial] Changed loading order of scenes during game setup
Tidied up world spawn pool and pool grouping stuff
[D11] DTLS reliable-order resend message handling in the Unity API.
Fix for MeshLOD creating empty renderers, reverted bad commit of gameObject -> rootObject (causing planter placement issues)
[D11] [UI] made the thirst bar flash when you try to sprint but you're too thirsty
[D11] [UI] Fixed grid numbers and lines having incorrect alpha values when first opened.
[D11] DTLS reliable-order retry request implemented in the Unity API wrapper. Request handling side still needs implementing.
[D11] Fix for craft first firearm achievement
Adjusted all testmap_small spawns to start on footpath and face a reasonable direction
Fix AI pathing through lot items that stick out beyond the lot
Fix empty lot walkable state
Fix NPCs getting stuck for a while if the closest valid place they can go is a scary place
Update road nav layer modifiers
Modified NPC stuck detection
Disable all agent navigation in buildings. Nav with generated colliders in buildings was causing issues - particularly sometimes sneaking through walls on buildings that don't have a bottom floor foundation. Don't think this used to happen, I suspect a Unity update at some point changed something. We'll just have no NPC/bot nav into buildings for now.
AIInformationZone NRE fix for no AIInformationZone
Unity really wants me to update these two prefabs in particular to include the new invisible flag.
When NPCs die due to pathing issues, don't drop inventory.
Give testing game mode NPCs some cash
hail mary water q=0 displacement fix
remove stray stopping music debug.log