251,130 Commits over 3,959 Days - 2.64cph!
Add BaseNavigator properties for controlling the new navigation settings.
Distribute chase ability between spawns.
Prevent excessive pathing & los checks in a specific situation.
Use RangedFloat for ShieldComponent bounds, add twinstick_debug_shields
Add twinstick_debug_health
Hook up respawn if RespawnTime > 0, on respawn, move player to spawn using PlayerSpawner
Add some Actions to ShieldComponent
Add basic damage system, IDamageListener
Add ShieldComponent, reject damage if shield is active
Fixed left trigger actions never being found
more splats/terrain tweaks
window size tweaks to facilitate jumping through in workers house
missing temporary collisions on carport
Fix map entities not being respawned on server restart due to getting a network ID but spawning being skipped (aka oil rig radiation entities)
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
Error list now shows messages from all open graphs
https://files.facepunch.com/ziks/2024-04-16/sbox-dev_aRXgE6cHMs.mp4
AI stops when they hit a certain distance from the player
Spinout no longer tied to death state
AttackingState will try to shoot weapon items if AI has it
Weapon items have an option for originating from its GameObject instead of the Camera
Build queue before copying (so we get compiled assemblies)
Temp copy video.json (because I'm sick of it launching in fullscreen)
Split out data dir and game data dir
Don't need to save off absolute game data path, just use relative path
Temp copy some more stuff
ActionGraph editor: View menu
AI: Clean up chase state, prep attack state
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Fix raising an existing ActionGraphView
ActionGraph properties panel refactor
AI: remove stimulus system, look for closest player and navigate to them
Merge from unity_2022.3.24
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Better ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Include gamecontrollerdb.txt in standalone build
more splats/terrain tweaks
Action graph editor layout fixes
Don't show keycard in item scrapper
Close button on item scrapper ui
Cull after, ensure move direct to last tx if query out of time but entries remaining
prefabed remaining of new building modular pieces, added temporary colliders
accentuated dirt paths on terrain to make them come through in procmap
rotated some doors for better flow in buildings
lowered some windows for better peek while crouched
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
Swapped weakspot pools over to using GetList
Fix Asset.CompileIfNeededAsync getting stuck
Compile all non-existing and out-of-date assets on project startup
Opening project progress gets reported to splash screen
Bunch of resources that were out-dated
Dead code
Minigun plus ammopack world model
CurrentVersion, ProjectSettings
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Update art_showcase.scene
Type updates on demo_02_level
player update. exported edited 3p thompson anim set and set up holster position for it and the mp5
Add homing projectiles (https://files.facepunch.com/tony/1b1611b1/sbox-dev_HxO746PgRX.mp4)
updated monument, blend map, painting building topologies. Added bits of forest topology as a test for undergrowth
Include library dll in publish