192,957 Commits over 4,049 Days - 1.99cph!
Bug fixes
Out of bound prevent movement volumes now work correctly
compound scene2prefab
wip moving to Client / ClientConnection and Server / ServerConnection setup
Fixed GroupNeeds not unsubscribing from TimeManager.OnHour when destroyed (i.e. between sessions, causing NREs)
TerrainDecals destroys any TerrainDecalObject instances in OnDestroy (for safety, this should be taken care of by scene unloading)
Session.LoadScene calls SceneManager.SetActiveScene to make sure we spawn things in the correct scene for cleaner session management
Dont parent views to container transforms in standalone builds
Stop navigating at end of FollowCombatTarget
branching wip network refactor
Merge from compound_monument
Fixed Hostility check and tidied it up so we can see what's going on in there
Fixed mountable NRE when destroyed from moving into an invalid position
Added buttons to Cohesion debug to trigger people joining and leaving the tribe
Couple of fixes
scene2prefab compound
Tweaks to AI at Compound.
Unfreeze NPCs due to bad tweaks.
Stationary NPCs now actually return to their spawn post properly.
Stationary scientists can return to spawn.
Increased stopping distance slightly for waypoint paths, to ensure Scientists don't get stuck while pathing.
Cleaned out old IsHostile function.
NPC vending machine prefabs
ch47 no longer visits shitty monuments
additional sentry turrets in compound
NPC turrets clean up sleepers after 20 minutes
fixed NPC turret aim offset on sleepers
Switched out scientist type for compound spawners.
Scene2Prefab
Slight increase in scientist respawn times at Compound.
Work towards preventing Scientists from crouch walking like idiots.
NPC Vending machine tables
Networking issue: More/different stats
AI tweaks at Compound
Scene2Prefab
Punch: Update current before target
Better, simpler, framerate-independent eye view punch
Allow setting target framerates more easily. Fix the way VSync was set.
Reduce weapon recoil a little
Removed NPCs from default game mode
Network issue testing: Adding some additional diagnostic info
fixed underwater rock formation crate spawns
diving mask can be used with miner hat
fixed super bright white bubbles and plankton field when underwater
added missing phrases
updated diving tank icon
Fixed incorrect prefab references in the rock_dressing scene
Flatten tree view hierarchy until it gets felled (potential perf opt)
In editor, don't load the building definitions if we're starting on a game level, but the level doesn't have a LevelGenerator (i.e. somehting that'd need buildings to be loaded)