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Minor engine sound fix for getting back in
silencer hides tracers
silencer sound max distance is 40m (was 100m)
Added engine start and stop sounds to the vehicle
added mp5
LR300 now craftable
phrases/manifest
protocol++
AssetMenu no longer shows DataAsset.AssetName, instead formats on the fly
Fixed AIDesigner nodes not repainting when being resized
No more car engine sound when it's not being used. Changed check for client init so it works in CLIENT+SERVER mode. Client init was getting cancelled since server init has already set the var.
Added a new smoothing method. It's like butter now but needs looking at still.
Fixed players falling through vehicles when standing on them.
Water vis trigger now re-uses terrain trigger collider if available, by default
Added water collision with functionality akin to terrain collision
Added Reloading, trying to fix shitty movement.
Fixed possible NRE in entity find commands
More building decay stuff, please ignore logging
changed time.unscaledDeltaTime to time.deltaTime to stop the speeded up game modes break root motion
initial conversation male vox ideas added
fixed wolf root motion (forgot to set it on the avatars for the female and yooth)
HostilityConditionSettings returns if target is null
BaseEntity cast cache tweak
More decay stuff
cherrypicking damian art from last week
Edit truck horns
Added exit
Fixed TOD in main scene
larger prevent_building in sewer_chimney_bottom
misc mat tweaks
BaseEntity.Log formatting fix
Fixed wooden hut not being in the starting pool
Tunnels include their own prevent_building volume (safe_measure)
changed timber mine mats to use biome tinting
unticked "positional" on resources to make them work without interaction positions
Changed prevent_building spheres at monuments for boxes (less way of interference with underground building allowed caves)
coffee beans on coffee bushes
Picked multiple cherries from main
Automated Linux DS Build #19