192,987 Commits over 4,049 Days - 1.99cph!
ScriptedEntityType will now work equally on all entity types
Added navmesh.GetGroundHeight( pos ) = float height, Vector normal
Added engine.TickCount()
GitSync:
* Fixed Paint tool's reload not removing the duplicator entity modifiers
* IsValid micro optimisation
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them
Added "isMounted" column to aidebug_lookat.
Another pass over junkpile scientist hover prevention.
Clutter rocks aren't so annoying to traverse.
Various scene/spawns.
Shore wetness improvements.
Scene.
Reverted wrong terrain shore wetness settings.
Reduced Junkpile AI spawn chance (was higher for testing and profiling)
AI dormant false by default (for now)
ch47 altitude management and steering overhaul
update mod inventory, WIP drag and drop
Loot tables.
Cleanup.
Scene.
Scientists have a slightly wider range of motion when mounted.
Fix weird head orientation when Scientists are mounted in a flying vehicle that's at an angle.
Include more data in the checksum now that the mismatch should be fixed
Forestside topology next to deciduous forests also uses grass terrain texture instead of forest terrain texture
`--disable-features=TouchpadAndWheelScrollLatching,AsyncWheelEvents`
Prevent issues with character destroy on quit.
Get cops putting their guns away like they should
Bot punches properly now. Need to test cops.
update unit card layout
fixed alpha not lerping properly
Fixed Crafting loading NRE
Cleanup for destroying entities with children
Fixed natural bridge being on the wrong layer
Fixed missing material from Hapis rivers and lakes
vehicleAimYaw param added to player animator
Replaced boat passenger pose with shooting 360 test anim
set sitting state speed to 0, check cycleOffset flag, param set to vehicleAimYaw
Added deciduous forests around lakes
update league entry for long text
added static method for standard text ellispis
Changed ground texture inside deciduous forests to grass
Tweaked sizes of the beech trees / moved certain tree species into different folders for more consistency
Fixed terrain anchors on prefab rock formations
Completely circumvent PositionLerp logic with lerp.enabled 0 (faster & better for testing)
Removed some rocks from satellite dish monument that were placed outside of the terrain blend map
Added windx manager global scale controls for testing; editor-only
Fixed derped foliage displacement
Exposed max accum wind force magnitudes to windx manager
Touched relevant shaders
Snow pines / removed green vertex color from trunks
Various scene & loot table.
Rain affects prison exterior.
Manifest.
Fixed the bot AI warnings. Just gotta work out why they don't punch.
Fixed hapis lake materials
Added "alt" topology to specify a second variant of a topology
Added deciduous forests to temperate biome