192,995 Commits over 4,049 Days - 1.99cph!
fixed commas in destruction log (important shit)
Entity destruction now logs the names of the destroyed entities
actual no spawns in nospawns
Added button to destroy entities from the EntityInfo debug
Forgot to commit this stuff from the last time I worked on the project. Video window and some misc bits
changed opportunity panel background
adjusted floating cash text sorting/formating
set back original opportiunity chance
fixed opportunity outcome arrow displaying the wrong outcome and adjusted its animation
Adjusted the delay from when a Scientist see an enemy until he fires back based on whether he took damage recently from that enemy.
Slightly better ground-hugging for junkpile NPCs.
Might have fixed some compile errors on build
NPCs should respect isMounted when they Resume.
Fixed NPC weapon selection some more. Cops put their weapon away and keep walking around when they finish shooting a target, and out-of-ammo is handled (although currently NPCs get infinite ammo anyway).
updated opportunity panel, reformating outcome
added sucess/fail ui anim
fixed default team name in the logo creation panel
Added wetness to nature/foliage shader
Added wetness to std/blend-layer and core/foliage shaders
Fixed std shadergui scroll offset placement
Nuked unused blend layer shadergui
properly update player rotation when mounted (fix for c4/rockets exploding on vehicles fired from)
Fixed std shadergui scroll offset placement
Saved all npcs and prefabs
Stats from definitions work now, added max hp and roam range properties to NPC (init from def)
Server compile fixes
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Fixed bad npc agro timeout check
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Organized some mats.
Wetness stuff.
Hopefully evil NPCs wont attack other evil NPCs
Weather system now also controls post profile blending while inside an env volume group
Should be possible to unlock Leatherworking stuff
Added wetness to a bunch of mats
Synchronized wetness values.
Fixed Cohesion leave and join chance randomisation
Removed old hairstyle 3 materials. Added new shaved head and facial hairstyles 3 and dyesets, added capmask for hairstyle 5 and dyesets, added wip hairstyle 4 physics test
Fixed ice sheet interaction with water depth mask (and future others)