2,005 Commits over 274 Days - 0.30cph!
weather system lazy init in Update
Do weatherSystem init in Start so TOD_Sky.Instance isnt null
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Scene.
Fixed a bunch of objects and trees that weren't getting wet from weather.
Re-exposed min/max counts for loot
Wind improvements.
Fixed more things that were breaking our ref probes.
LootSpawns now check if an instance of an item already exists in the target container before adding another (fixes receiving duplicate item drops)
Ore deep within mines doesn't get wet during rain.
NPC loot tweaks.
Manifest.
Trigger crouch fix.
Interiors don't randomly disappear.
Interior lights in close proximity don't wreck our ref probes.
Pink error in mines.
Scenes.
Town guards & animations/controller.
Manifest.
Scene
Guard sound triggers & controller tweaks.
Actual scene.
Missing file.
NPC AI settings and AI load balancing stuff.
Attempt to fix unresponsive movement in NPC.
NPC hits/kills now properly affect karma and rep
fixed player rep standings being cleared on init
hacky attack cooldown karma/rep stuff
fixed missing UI combat line prefab for karma/rep changes
fixed combat logs not properly saving new values
fixed player reputation first hit cooldown getting reset incorrectly
another rep first hit fix
faction ranges, rep rewards exposed to data
Broken rain mats.
Loot improvs.
Removed all old npcs from the project, ported hobgob and dragon to new NPC system
Removed all old AI related code
Removed convar controlled spawn pops
Manifest, codegen
Fixed navmesh setup not happening
disabled flies fx
replaced bag drop with something
Navigation.NavigateToEnemy NRE fix
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NPC stats expose values for different movement speeds instead of hardcoded multipliers