115,066 Commits over 3,959 Days - 1.21cph!
Can now ctrl-click a state to duplicate it in the AI designer.
hesco_barrier_tall greybox model/prefab
Texture refresh concrete barrier
Added a new taller variant of concrete barrier (not a deployable)
Add inaccuracy when firing torpedoes near the surface
More work on torpedo movement
More error and timeout handling
Merge Main -> SubmarineSeptember
Refactoring how torpedoes stay level now that there's only one type
Initial support for NPC's calling players
Fixed several cases where the call wouldn't end when the NPC dialogue ended
Add the option to block incoming calls at the prefab level
Fix duo sub losing its water culling in the previous commit
Added actual support for long distance phone conversations with NPC's
Add a little visual mist when torpedos fire (both sub types), to help the lack of feedback to anyone who has audio muted
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Raycast the whole drink water button, instead of just the cup, in the water catcher UI
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Shifted snow biome boundaries further north away from new desert
Splat cleanup facing new desert
Added AI state name DDraw debug option to rust editor tools.
Sort event and state lists alphabetically.
Can now clear the output of an event in the AI designer.
NRE fix for animal AttackState.GetAimDirection
AI designer now uses a 2 column popup for selections, so that everything is visible.
South into mountains transition area WIP
Military hangar set greybox models/prefabs
Desert military base scenes backup
countryside checkpoint models/prefab and material variants
Correct prefab, underwater dweller.
Increase tunnel dweller listen range so they react to nearby rooms
Added BaseAIBrain.OnStateChanged().
ScientistBrain now sets correct relaxed flags based on state.
Desert military base scenes, road layout and perimeter walls placement
Added decay to deployed cassette recorder
Added world model overrides to ItemDefinition based on stack size, so we can use different world models for different stack sizes
Should be arranged in descending order, so smallest stack size -> largest
Don't process depth of field if a conversation is happening via phone
Initial support for triggering NPC conversations via phone
Required PhoneController refactors
Added OnFlagsChanged, ServerInit, PostServerLoad, DoServerDestroy, Save and Load callbacks to EntityComponentBase (this removes a lot of duplicate boilerplate on MobilePhone and Telephone scripts)
Fixed WorkCarts decaying in the maintenance tunnel. Side path is now marked as part of the train station.
Dirt mounds set models/prefabs/textures
added bespoke raw and cooked fish models and added to prefabs
Added chocolate bar world model
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