198,679 Commits over 4,140 Days - 2.00cph!
Improvements and performance in Squad Manager.
Take Squad Manager off invoke and load balance it.
More on auto-balancing load balancers
Fixed some (legacy?) skins not being applied
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
trying to fix text mesh pro text constantly updating
Moving while channelling a spell cancels the spell
Hooked up spell cooldown UI
All status effects are removed when killed
Fixed Effect not starting it's ActionChain properly
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
dropping unneeded stuff to work DM and low priority
Cleaning up Action/ActionChain and BehaviourChain state
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
added a temp default squad for car1 map to allow for ctrl-t builds again
Sleeping player lootpanel
attempt to stop sticks clipping in the ground while walking
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
Clients can now reconnect bug free.
Playercorpses have a proper loot panel
AI Debugger revamp part 1
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.