196,875 Commits over 4,110 Days - 2.00cph!
tree and small tree lod changes
added double barrel shotgun @ level 15
waterpipe lvl reduced to 13
protocol++
Interaction menu revive takes 6 seconds to complete
Can no longer move while reviving
lowered craft cost of barricades
spike trap available at level 5
wood barricade available at level 8, woodwire 12, metal 14
ladder available at level 10
Interaction menu revive takes 3 seconds to complete (WIP)
DebugToolsObject moved to editor folder
fixed jumping animation not playing when player repeatedly jumps in rapid succession
double barrel shotgun worldmodel / viewmodel / entity prefabs all setup
Fixed buildings spawned with debug tools not being finished
Added GroupDesireConsideration
shelves unlock at level 5
shelves are super cheap to craft - this is a necessity not a luxury item
Minor AI debugger tweaks
Added IsHeldItem Condition
Tweaked ConsiderationSettings/Editor to ensure that the animation curve always gets updated editor side, but never when called by AI code
AI Debugger design and layout
Added option to disable prop change
Added effect manager and explosion
Grabbed third party folder changes
Third party folder consolidation
Fixed camera merge issues
Nuked cinematic effects to avoid conflicting with our optimized version
AI Debugger now shows a logging column for each DM
Merge from main; kept workspace on conflicted items
Moved modified tonemapping to third party folder
Rock_cliff_a texture change for a less noisy version
Updated the rock atlas textures to not include AO term and cavity in albedo for a less noisy result
Added TerrainBlendExt soft-blend toggle
AI designer and debugger updates, debug tools F2 to open selected entity in AI debugger
Fixed "Open in AI Designer" button not actually initializing the designer properly
Increased the satdish column draw distance
Automated Linux DS Build #409
Automated Windows Build #409
Automated Linux Build #409
* Fixed a very specific crash with sv_crazyphysics
* Vector() * nil will now error instead of returning empty vector
Whoops forgot to save a script
Fulfilled desires also drain momentum, but at a slower rate (25%)
Actions.PickUpItem creates a fulfilled desire for all items, not just player commanded behaviours