193,039 Commits over 4,049 Days - 1.99cph!
slightly less health on scientist NPCs
fix for weird sprint/aiming thing
Junkpile scientists disabled by default.
Military tunnel scientists enabled by default.
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
Force tick on behaviour complete
Added a bit of aimcone to m92 for AI.
sleep time curves should make people want to go to sleep earlier
added wip DoTileDamage match action
Fixed condition for nulling current goal
Player building placement collision checks ignores the anchor view when snapping to existing walls
Building UI anim tweaks
signing a sponsorhip deal now grants any signing bonus
added and hooked up a bunch of actions/callbacks for handling sponsorship selection
Fixed missing graphics in some of the loot panels.
Added generic 4 and 8 slot loot panels.
added CareerUIUtils.IntToOrdinalString()
updated COLeaguePosition to use ordinal strings for position objectives.
added SeasonSponsorParams, set some placeholder values for them, use them in generating season league position sponsor offers, based on player's league.
Cleaned up some current goal unsetting in DecisionMaker
Made decision heap management consistent for various scoring methods in DM
No longer possible to stow an item that was dropped while stowing.
UnitAttachments.TryAttach cleanup, BaseEntity.AttachedTo renamed to AttachedToItem for clarity. Updated debug drawer to clarity
Really basic framework for game modes stored in ScriptableObjects. Game mode is selected, loaded, and passed to connecting clients (via name). Bootstrap stores the data on all potential game modes.
sponsor prefab update with button, mouseover stuff
util.TableToJSON returns nil unless top-most element is an object or array
mesh.quality and tree.quality once again allow values up to 1000 if set via console (for rustafied)
Small tweaks to junkpile scientist behaviour
Some fixes to old static prefabs - cosmetic/materials
Grass - terrain splat and dynamic grass colour adjustments to better match each other
Small behaviour tuning for Scientists when they have no cover in range and can't see who is shooting at them.
Removed some unused fields from ItemProtectionStats, including the whole ApplyForSeconds section
Can now only modify a PoolValue and ValuePerSecond
Can now set PoolValue and ValuePerSecond at the same time, so an item can increase a stat and modify that stat per second at the same time
Might have fixed itemstats not getting marked as dirty if a float field for Health/Mana/Stamina was modified (would explain the changes that keep getting lost)
scientists have new loot tables
added spas-12 and incendiary rounds to airdrop
fixed bug where scientists had 100 health instead of 200
Reworked some stun condition checks to still let some systems run during a stun (fixes the stun fullscreen fx not playing properly)
Tweaked third person orientation of shield
nailgun slightly higher rate of fire
Fixed Shield not calling base.OnHolster (fixes shield getting left on in 3rd person when switching weapons)
Lower chainsaw pitch + volume tweaks
Chainsaw sound tweak (remove stray EQ)
Fallbacks for physics overrides when not on a listen server
scientists now spawn with spas12
Chainsaw sound playback polish
Fixed proxy character vis check rate
Testing potential fix for culling error
third person chainsaw particle effects
LODComponentParticleSystem ensures initilization now incase another script calls hide/show from OnEnable or Awake