115,069 Commits over 3,959 Days - 1.21cph!
Chase state updated to return error when no move point found, also returns running or finished depending on navigator.
Updated human designs with chase->idle transition from error/finished events.
Reapplied Cargoship VAIZ setting.
Fixed bug with water SSRR
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movepoint updates to prefab
Added the stations and cctv setup to tunnel entrances
computer station static (had to manually add here to work on it as original commit contains a merge) Feel free to ignore this commit when merging save to main
Replace wounded start anim so it shows crawl->incapacitated instead of stand->incapacitated
Updated disco floor gradient names
First batch of achievements
Movement input, jumping and ducking will now cancel a looping gesture
Fixed sound light ambient light re-enabling incorrectly (LOD issue)
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Added new UsableWhileWounded menu attribute and added it to the code generator
Don't show interaction if interaction is not possible
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Prevent interaction while crawling (will add special cases later)
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Can now insert cassettes into mailboxes
Added UI to explain how to finish recording a voicemail early
Fixed voices not always recording in voicemail
Fixed mobile phone not properly ending calls/resetting state when the player dies or is incapacitated while making a call
Fixed dial tone staying active if player dies mid call and they placed the call by entering numbers (not via the directory)
Fixed voicemail messages continuing to play if deleted while playing
Adding a future option to cancel any pending health when entering wounded state. Currently unused.
Fixed missing text in some languages on cassette recording UI
Adjusted jitter calculations
8 different gradient patterns for discofloor
Added support for 8 different selectable gradients for the disco floor (names in settings UI are temporary and will need to be changed once gradients are designed)
Texture optimizations
Bunch of tiny tweaks on floor, ball and laser
added crawl to wounded player anim
updated blendtree and wounded player anims
Ball tweaks.
Floor lighting setup remade. Cheaper, less leaky.
Parameters for refactored soundlight
Reduced "fast" speed of Stag
fix for GetBestMovePointNear fallback nearest dist calc
Sound light changes: Exposed light intensity ranges (See LightIntensities on prefab)
Added a second light slot and added secondary light colours to each colour profile