192,970 Commits over 4,049 Days - 1.99cph!
merged career creation hang bug fix back from release testing branch
fix for career creation hang
Secondary slot emotes should no longer happen if primary is already emoting
Setting Combat Target overrides wandering plans
Merged tribe needs UI into the activity notifications UI
Removed various activity types related to older needs system
Enum regen
Fixed shared targets via scientist comm not considering hostility.
Increased radio comm timers for compound scientists.
added compound rules sign files
compound scene2prefab
Added detail layer to hoodie material
Added UV2 for detail layer to hoodie
Added knitted fabric detail textures
Removed non functioning code related to trigger_changelevel player position fixes
Fixed calling Player.Spawn() on a player inside a vehicle putting the player in an invalid state where no NPCs can see them (fix for transitions in a vehicle in HL2 campaign)
enabled wander to territory module on animals
Update hostile time markings if a scientist catch you with your gun out.
Improved hostility detection based on hostility, defensiveness and hostile mark aggression.
ValueElement can optionally tint text and icons as well as the fill bar
ForceWipe++
What's New Beta 4 definition.
Improved hostility handling in Scientists.
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Turned shadows off for all viewmodel clothing
Removed leftover support sockets from roof
big bag o fixes of the morning
restricted access to roofs, only scientists there
signs improved
fixed fucked up material links on awnings
Scientists that spawn as non-hostile will now assume a relaxed pose upon spawn.
Scientists following waypoint paths will now pause at the correct points of the patrol route.
Minor Savas fixes
Fixed some broken Hapis map sounds
closed off railroad gate
placed always on hobobarrel + extra spot on platform
replaced temporary stairs to tower with final prefab
scene2prefab compound
SavasIsland offshore tweaks
cherrypicking garage doors from puzzles
Added wetsuit viewmodel
Inflated all viewmodels to work over the default arms and fit together nicely (glove/jacket combinations)
tweaked biter animation controller transition
setup attack trigger event
update coin FX/material/texures
update biter unit textures
disabled fog on unit shader (not sure when i activated that....)
switched biter attack view to PlaceholderAttackView
Fixed needs triggering multiple times for the same entity
Settlement happiness driven by need events, affects tribe cohesion
added always on hobo barrel
fixed audio on awnings
updated all awning prefabs
fixed awning NRE
removed groundwatch from scientist sentry
adding coin model/setup paricle on the prefab
NRE fix, tribe tracker cleanup
Worldspace UI can use game camera
Settlement stats (happiness, food supply, housing) on UI
tweak biter
adding base animations / controller
Units are assigned to first settlement created, subsequent units are added to the closest settlement
Settlement creation UI
Unit rotation util stuff moved to UnitView
Split UnitView appearance stuff into a partial
Moved Action.FollowCombatTarget's sim tick logic to the frame tick impl
Settlement UI in world space
Tower scaffolding mesh/lod/prefabs
Terrain matching now supports arc roads
NPC vending machine tweaks
Improved water shader and materials to replicate IOR closer to water
Added underwater reflection and proper IOR-based fresnel
Added control parameters for near wave normal and displacement scale
Fixed regression in caustics when underwater (needs proper water volume)
Workaround for using half height floors as shelves behind doors / wall frames
Rusty texture variant for compound scaffoldings