199,201 Commits over 4,140 Days - 2.00cph!
Player building placement collision checks ignores the anchor view when snapping to existing walls
Building UI anim tweaks
Fixed condition for nulling current goal
added wip DoTileDamage match action
sleep time curves should make people want to go to sleep earlier
Added a bit of aimcone to m92 for AI.
Force tick on behaviour complete
set specular and roughness values on hair caps to counteract probe changes and then disabled the dyeswapper on those values
Junkpile scientists disabled by default.
Military tunnel scientists enabled by default.
fix for weird sprint/aiming thing
slightly less health on scientist NPCs
AI Debugger revamp part 1
Playercorpses have a proper loot panel
Clients can now reconnect bug free.
AI debugger progress
Fixed out of range error in EntityManager.OnCullingGroupStateChanged
attempt to stop sticks clipping in the ground while walking
Sleeping player lootpanel
added a temp default squad for car1 map to allow for ctrl-t builds again
Temporary fix for AnimalSensesLoadBalancer MREs when switching server (editor)
Cleaning up Action/ActionChain and BehaviourChain state
dropping unneeded stuff to work DM and low priority
Refactored state handling from GoalPlanVariant downwards (through BehaviourChain, Behaviour, ActionChain and AIAction) to use a common AIStates enum
Moved BehaviourChain.Break's OnStateChanged invoke so we don't reset state before we've finished execution of any actions on break
Fixed Effect not starting it's ActionChain properly
All status effects are removed when killed
Hooked up spell cooldown UI
Moving while channelling a spell cancels the spell
trying to fix text mesh pro text constantly updating
Early exit opportunity in point sampling the surroundings. This has the potential of an 8x speedup on point sampling.
Fixed some (legacy?) skins not being applied
More on auto-balancing load balancers
Take Squad Manager off invoke and load balance it.