199,294 Commits over 4,140 Days - 2.01cph!
added news item for market updates.
news items now correctly hide image BG for generic news items (ie not team specific, with a logo)
increased win/lose cash rewards
merge from /main/hitboxes
Settlements can define and set the items which are sold by merchants assigned to them
reworked squad loading in squad editor, now verifies the units are still owned by the player (incase you sold a unit after making a squad).
refactored squad loading code.
added validation for squad size/unit counts and warning messages, can't start a match without a valid team.
settlement gizmo icon
disable merchant component on NPCs without the role
potential NRE server fix
Fixed game.AddDecal not precaching added decals resulting in util.DecalMaterial not working as expected in some cases
costs for some items
settlements in craggy
Fixed util.DecalEx not working on entities with brush models.
Fixed entities inside player clip brushes not being usable by +use (Fix for Half Life Source map(s))
Disable merchant stock fill on ServerInit due to build OOE issue
Disable sell button interaction if player has <= 8 units (so they always have enough for a match)
can now back out of career create/resume
NPC melee range is never lower than navmesh stopping distance
craggy bits
Disable player faction rep changes
Hopefully fixed first hit tracking
Improvements to CH47 mounted scientists.
Improved LOS for CH47 mounted scientists.
NPC anim settings are stored in the definition asset
NPC anim walk speed values use max speed stat as upper clamp
Attack range includes stopping distance
Aggro strat cleanup
Disable merchant component on NPCs not spawned with the settlement system (for now)
wip AI squad building improvements
progress backup
house ruins greybox models
Fix some levels being wrong underwater
Added additional info to entity console commands
Added entity.find_status console command
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Fixed NPCs not roaming (IsStopped fact wasn't being set on init, no longer gates roaming behaviour)
Cleaned up NPC agro logic significantly
NPC defs hold default faction
NPCs can define natural enemies
Added Ruin/NPC Editor tool
Misc editor
Removed TownGuard test NPC
Removed un-used agro strats
Reworked faction raids setup, now picks closets hostile faction camp.
Factions can be flagged as non-raidable and/or unable to raid others
Scenes cleanup
NPC debug vis
Stopping distance and autobreaking in NPC defs
Fixed giant spider invalid navagent type