134,192 Commits over 4,444 Days - 1.26cph!
sled sound distance tweaks
Make all the neon sign animation speeds faster
Road network -> Road tunnel seam fixes
Reduce the resolution of neon signs (testing)
Addressing code review feedback
- implement ResetState
- update prefabs instead of upgrading in preprocess
Road splines for new tunnels
StaticGroups can now be saved and read from bytes.
Large neon sign RendererLOD, manifest
Add medium animated neon sign
Large animated neon update + icon
Fixed some baking issues + hooking into S2P
Large neon sign no longer animatable
Added large animated neon sign with 5 frames
Change "Duplicate Frame" into "Copy Previous Frame"
Road tunnel entrances backup
Fix censorsigns not censoring already loaded signs
Merge from xmas_2020 (sign bug fixes)
Fix neon signs being shut off when the textures load in
Fix older signs not saving images anymore (server thought the sign has 0 frames)
Fix signs images only appearing on LOD0
Fix frames 2 and 3 being far away from the sign
Fix NRE when trying to paint on normal signs
Added built-in SetDestination rate limiting to the new base navigator.
AIInformationZone optimizations & cleanup.
Senses update now ticks regularly.
IsVisible ai event optimizations.
Actually revert accidental ProjectSettings changes
Revert accidental ProjectSettings changes
Fix opening a sign for editing turning the sign off locally
remove stray debug.logs from sled sound stuff
First pass at sled sounds
Started work on the proc map variant of foliage_v3
Refactored group manifest
Scientist aiming/direction.
Moved remains of targeting and attack ticking out of HumanNPC.
Fixed Santa dropping presents in the ocean
Added some utils to locate renderers in monuments that have no LOD component attached.
Disabled Overcast weather type again due to blinding sun light
Added AttackTick event.
Scientist ai design update.
Position-around refactor.
Bunch of attack tick related stuff.
AI memory now caches LOS value per entity in its memory.