198,648 Commits over 4,140 Days - 2.00cph!
adding late What's new screenshot...
tweaked what's new text color (shouldn't triggger the glow value)
changed screenshot compression
fixed global chat cuttoff text
fixed /tweaked various UI stuff
Revert event serialization in generic spawner.
Fixed NRE when people eat meat (item had null stat type def in its consumable data, added validation and a warning for this)
Research UI improvements
added safe zone to compound
Fixed settlement food need not triggering
Activity notifications can specify whether they should be dismissed on click
Activity descriptions, data
Increased AO sample count to Medium
Activity types can now define a notification expiry time (got rid of auto expiry toggle)
Added NavMeshAgent.updateRotation to debug panel
Fixed some activity types not being picked up by the notifications UI widget
Fixed editor-only compile error
Moved triggers, cleaned up a bunch of conditions
Update ambient occlusion effect to AO2/GTAO
merged release branch fixes back to main
Building manager now caches at game load rather than level load. Needs testing.
quick play map view fix for standalone builds
Started working on look at points for scientists.
Add a graphical gizmo (thanks Bill Lowe) to scientist spawn point, so that it is easier to set up the orientation of the spawn point.
added placeholder title screenshots to what's new headers
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