198,617 Commits over 4,140 Days - 2.00cph!
Fixed billboard shadows
Fixed ST/foliage deferred transmission
Senses now uses AwarenessRadius for the entity perception check.
Convars to toggle batching threading
Bunker room prefab update
Pipe variants, prefabs, LOD/COL
Fixed Senses.CanPereivee IEntity overload not checking that perception data.IsPerceived is true
AI decision log/debugger improvements. Can view an ingame overlay for a group of decisions (e.g. target selectors)
BaseEntity.Query (boilerplate for octree entity lookup)
Ai fears player a bit more
Ai stops attacking and flees if tired
Updated car rig - save params, new drift mechanic
new tutorial task SFX test
wip valid target prediction for movement highlighting
correct settings for world model fbxs
adding normal/ao/vertexcolour to hex blocks
CodeGen (client compile fix)
Renamed Gunker to Shooter, fixed default squad attempting to have more units than max
Fixed issues with batched LODs getting randomly stuck
Increased the movement cost of heigher terrain
Ai: don't try to eat alive stuff
Ai: fixed not fleeing
Slasher unit setup for testing
Fixed some merge fixes (cs19123); fixed shader level not working
Fixed some cginc and shader outdated from main; touched rust/std
FOR FUCK SAKE texture/shader
TargetFilter.FindBestItemForBlackboardBuilding uses Item Value for Building Consideration
Fixed some building related conditions filtering by state when they should not (was preventing people from building upgrades)
Ai stop sleeping when being attacked
Changed some attack stuff to take a game instance reference, not a board
Fixed collider batching issue
Dispenser summaries and tidy up.
Fixed pink glass cube on craggy's scene
Fixed grass and foliage shaders
client side game timer + display
Fixed bear double spawnable
Fixed shader merge again
Script u5.6 auto-update fixes
Deleted name conflicted files
Turn indicator and turn banner both now show the actual turn. Added util function to convert individual turn to overall turn
Increased burner dmg area from 4->5 tiles