2,005 Commits over 274 Days - 0.30cph!
Scene.
Fixed a bunch of objects and trees that weren't getting wet from weather.
Corpses now accept LootSpawn types instead of LootTable
Hooked up Mummy LootSpawn
Do weatherSystem init in Start so TOD_Sky.Instance isnt null
weather system lazy init in Update
Clutter rocks aren't so annoying to traverse.
Various scene/spawns.
Shore wetness improvements.
Scene.
Reverted wrong terrain shore wetness settings.
Loot tables.
Cleanup.
Scene.
Various scene & loot table.
Rain affects prison exterior.
Manifest.
weathersystem fix, hopefully
hopefully fixed weatherSystem NRE
weather stuff to bundle
code gen
weather.set should work from client
Wooden shield viewmodel fix.
Definition cleanup
Move NPC defs to common NPCs/Resources folder so they can be loaded via Resoruces
Factions & Settlements boilerplate
Fixed waypoint wait time not working
Fixed waypoint pingpong mode not working
Build fix
Fixed AI not following waypoints
WeatherSystem.LateUpdate null checks for extra safety
Nuked old grump rock terrain maps
Made Testbox map work
AI waypoints 1st draft
Scene fix
Spawn FX timings
Realmed remove doesn't point to a blank component.
Might have fixed some compile errors on build
Added wetness to nature/foliage shader
Added wetness to std/blend-layer and core/foliage shaders
Fixed std shadergui scroll offset placement
Nuked unused blend layer shadergui
Saved all npcs and prefabs
Stats from definitions work now, added max hp and roam range properties to NPC (init from def)
Server compile fixes
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Fixed bad npc agro timeout check
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Organized some mats.
Wetness stuff.
Hopefully evil NPCs wont attack other evil NPCs
Weather system now also controls post profile blending while inside an env volume group