197,445 Commits over 4,110 Days - 2.00cph!
CommandBlock and combatchain rework :/
Overwrote baseball cap with player hair prefab and overwrote bandana and balaclava with player facial hair prefabs. Tested on craggy island map.
Lowered maxtickspersecond default value to 300 (from 1000)
Increased maxpacketspersecond default value to 1500 (from 1000)
Fixed bad handling of game speeds
Some more work on STRIPS planner based npcs. They can now use cover more intelligently, will try to dodge when you aim at them, be more stressed about leaving their home base and do less hunting/chasing (feels more tactical when they prefer cover). Lacks idling atm.
Block now does -1 damage not +1 ;)
wip combat chain / unitview fixes
Tier 3 workbench: fbx/prefab/lods/gibs/textures/etc
removed exhausted anim paramater from worn out
Fixed Rust.Data error when building plugins somewhere other than Windows
Recreate empty client network group provider when leaving / reconnecting server
Added a transitional "unload" scene before reloading to Bootstrap. Quitting in editor is weird though, and 'unload' scene reappears, saying it's loading.
Cleaned up a bunch of statics that never got cleared correctly, causing weirdness and exceptions if quitting a game and rejoining on the client
Lots of little mix tweaks and sound polish
Fixed main menu UI. I broke the interaction accidentally by removing a reflection method it used.
Improved door interaction
Better, simpler interactions. And doesn't require things to be on the Interactable layer like in my test branch
Better interactions, but interactable colliders now MUST be on the Interactable or LootDrop layer. Have updated all the existing ones.
More song tweaks
NPCs trigger music intensity changes less aggressively
Max music volume is much more reasonable
Separate in game and in menu music volume sliders
Cleanup some old unused files
New south road
Various other things
Merge nav_generate from upstream
CNavMesh::SampleStep won't return as completed until all walkable seeds have been visited
Logging to attempt to catch NRE in Wearables loading
Made game options screen accessible from the in-game options (escape) menu
Fully integrated the new payphone model
checking in broken grabber damage code for later
Fixes for menu buttons stopping standalone games working
Entity manager now subscribes GameInstance to all new entities OnTagChange callback
Viewmodel source update to latest rig
Optimized EntityRealm.FindInGroup (saves around 30ms per network group leave)
Eliminated GC from client side entity group switching
Remove crimes from criminal
Actually fixed BEFORE-828
Merged in terrain texturing edit-mode verbosity mitigation
Fixed bright code-lock open/closed lights when non-lit; switched transparent materials to opaque (needed shadow)
Fixed start game button not working in Tribe create UI after quitting to menu and starting a new game
Effects with removal actions but no adding actions should now work correctly
Crimes shoud now get serialized and show in the crime log UI