108,561 Commits over 3,867 Days - 1.17cph!
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Remove accidental throw in ServerMgr
Invoke the boat flag change and remove the per frame check so the latest flags are always set
Don't use a local boolean when adding to queues, just rely on the builtin contains check
Applying shelved junkpile AI design changes
Testing changes to range checks used for attack tick and InAttackRange events. They now both use the same function from the IAIAttack interface.
modular grid review before LODs
fix for NPCs not roaming underground
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
Reworked ScientistJunkpileSpawner to use new AI setup.
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
more art work - some polish
Fixed rich text on browser button
prepare prefab on elevator door
scene to prefab entrance
Initial junkpile scientist AI design
block players getting inside Drone market place
Fixed rf broadcaster deployment stacking
Fixed rf broadcasters incorrect excessive bounds
merge from LunarNewYear2021Removal
Restore mainmenu
Disable firecrackers
Entrance mesh sign
Adding elevator animated door
Nesting the new hinged door into stairwell prefabs
Changed a few doors and light prefab types for Damian
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Scene Backup / exterior lighting
Setting up for proximity alerts. Also have the main train script call the update on the audio script, to reduce Unity method calls.
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Remove older (hopefully) unnecessary calls to Ignore Collision on parts of other compound colliders as well
Don't ignore collision on what's already going to be a compound collider
Material edit. Made work cart glass more transparent
Updted how work cart damage effects trigger
Adjust low and medium engine speed settings
Fixed train wheel rotation visuals
Fix PlayerInventory.Take sometimes taking too many of an item
Activate headlights by default when work cart engine startup completes
AI conversion tool now works on Junkpiles, converts patrol routes, cover points, spawn data.
More new junkpile scientist prefab updates.
Fixed AIInformationZone.GetForPoint breaking if any entries are null.
Updated old AiLocaltionManager to use the new AIPoint stuff (until I remove it altogether).
BaseFollowPath state will now automatically follow the nearest path in the AIInformationZone if one isn't specified.
Fixed server-side junkpiles getting destroyed incorrectly sometimes, which was causing AI issues.
added skeletonskin to Jumpsuit skinned mesh renderers