130,525 Commits over 4,232 Days - 1.29cph!
scientist_boat_ai_improvements_3 -> naval_update
scientist_boat_ai_improvements -> naval_update
- Better AI attacking turret distance checks
- Better turret DOT checks
- Ensure when leaving a state the correct target is cleared
- Fixed a bug when leaving RAM states
- More debug logs
- Ensure when leaving seek state that we clear active target
- Rewrite and cleanup of pursue behaviour
- Multiple NRE fixes
- Better print outs
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder
medical syringe with new model and anims all functional
Fixed fireball yellowification.
Removed InitBounds hack in deep sea portal UpdateRenderer
Fixed floating city losing their global networkness on save restore
- Wrap floating cities in the same avoidance triggers as Oilrig
fixed worldmodel outline not showing
merge from main -> puzzle_reset_changes
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles
- Wrapped Oilrig
- Wrapped Large Oilrig
Ignore new multi command behaviour for binds, they already handled chaining before.
front 50cal view model camera animations - block out
lowered research costs to be in line with new workbench values
- Better 'get' and 'give up' targetting detection
- Fixed target claiming possibly happening on the same boat thats trying to get rid of the target
- Standardised check system
- Applyed it across all targetting logic
Fix client boat building blocks after paste
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage)
^ This is a stopgap change until hotbar food eating is implemented
Improved "disabled" menu option text to be more generic.
Minor mat tweaks for lighting behaviour.
LOD1 popping improvements.
Reworked the supply drop to fix the visual regression.
Add proper null check when dismounting weapon seats
Updating rf transmitter deploy animation
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
- Apply head animations to be in reference to the starting head position/rotation
blowpipe animation updates
Merge: from spectate_dontfloodsnapshots
- Fixes spectate not working in UsePlayerUpdateJobs 2 case
Tests: tried to spectate occluded player
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case
Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
Merge from horse_medsyringe_healing
Fix mission event for healing using wrong prefab ID
- Added a script to convert skinned mesh renderers to mesh renderers
- Parking these extra changes right now (for a few days)
viewmodel camera animations for rear 50cal
merge from tax_convars_rename
Ensure the wind turbine transmission also rotates.
Rotates in the opposite clock direction (as it would in real life)
mini fridge
added gibs and updated lods
updated deploy and item prefabs
adjusted slot count to 30 (temp needs gameplay pass)
updated bounds
update manifest
Restored missing entities.RemoveAll in copypaste after filtering prefabs
medical syringe viewmodel
- made functional
- added anim events
- updated clip data
- removed camera animation (for now)
main -> unskinned_windmill
Fixed copypaste merge fuckery, restored copyboat commands