199,302 Commits over 4,140 Days - 2.01cph!
update mod inventory, WIP drag and drop
ch47 altitude management and steering overhaul
Reduced Junkpile AI spawn chance (was higher for testing and profiling)
AI dormant false by default (for now)
Scene.
Reverted wrong terrain shore wetness settings.
Clutter rocks aren't so annoying to traverse.
Various scene/spawns.
Shore wetness improvements.
Added "isMounted" column to aidebug_lookat.
Another pass over junkpile scientist hover prevention.
Applied a number of rock prefab modifications to the rocks_dressing scene so Scene2Prefab doesn't revert them
Added navmesh.GetGroundHeight( pos ) = float height, Vector normal
Added engine.TickCount()
GitSync:
* Fixed Paint tool's reload not removing the duplicator entity modifiers
* IsValid micro optimisation
ScriptedEntityType will now work equally on all entity types
Removed red maple bare tree assets (unused)
serverside bone manipulation works on players
Pines / fixed vertex colour issues / tweaked material wind settings
DM lootbox protection changes
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smoother altitude changes
baseplayer nre fix
Fixed IsMounted unsetting bug.
Made mounted enemy range consideration more flexible.
Junkpiles no longer spawn on southern road overhang (Hapis)
weather system lazy init in Update
Do weatherSystem init in Start so TOD_Sky.Instance isnt null
Douglas firs / tweaked vertex colour / tweaked wind material settings
Brich trees material wind settings
Oak trees wind material settings
Beech tree wind material settings
Fixed vertex colour on dead beech trees
ch47 ai
fix for AI not respecting mount type weapon restrictions
hair style 5 lod0 and dye tests for it
Fix NRE when on motor when clients connect by adjusting init order
Added crown icon to KotH building on the map